mirror of
https://github.com/godotengine/godot.git
synced 2024-12-21 10:25:24 +08:00
741 lines
25 KiB
C++
741 lines
25 KiB
C++
/**************************************************************************/
|
|
/* gd_mono.cpp */
|
|
/**************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/**************************************************************************/
|
|
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
|
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
|
/* */
|
|
/* Permission is hereby granted, free of charge, to any person obtaining */
|
|
/* a copy of this software and associated documentation files (the */
|
|
/* "Software"), to deal in the Software without restriction, including */
|
|
/* without limitation the rights to use, copy, modify, merge, publish, */
|
|
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
|
/* permit persons to whom the Software is furnished to do so, subject to */
|
|
/* the following conditions: */
|
|
/* */
|
|
/* The above copyright notice and this permission notice shall be */
|
|
/* included in all copies or substantial portions of the Software. */
|
|
/* */
|
|
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
|
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
|
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
|
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
|
/**************************************************************************/
|
|
|
|
#include "gd_mono.h"
|
|
|
|
#include "../csharp_script.h"
|
|
#include "../glue/runtime_interop.h"
|
|
#include "../godotsharp_dirs.h"
|
|
#include "../thirdparty/coreclr_delegates.h"
|
|
#include "../thirdparty/hostfxr.h"
|
|
#include "../utils/path_utils.h"
|
|
#include "gd_mono_cache.h"
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
#include "../editor/hostfxr_resolver.h"
|
|
#endif
|
|
|
|
#include "core/config/project_settings.h"
|
|
#include "core/debugger/engine_debugger.h"
|
|
#include "core/io/dir_access.h"
|
|
#include "core/io/file_access.h"
|
|
#include "core/os/os.h"
|
|
#include "core/os/thread.h"
|
|
|
|
#ifdef UNIX_ENABLED
|
|
#include <dlfcn.h>
|
|
#endif
|
|
|
|
GDMono *GDMono::singleton = nullptr;
|
|
|
|
namespace {
|
|
hostfxr_initialize_for_dotnet_command_line_fn hostfxr_initialize_for_dotnet_command_line = nullptr;
|
|
hostfxr_initialize_for_runtime_config_fn hostfxr_initialize_for_runtime_config = nullptr;
|
|
hostfxr_get_runtime_delegate_fn hostfxr_get_runtime_delegate = nullptr;
|
|
hostfxr_close_fn hostfxr_close = nullptr;
|
|
|
|
#ifndef TOOLS_ENABLED
|
|
typedef int(CORECLR_DELEGATE_CALLTYPE *coreclr_create_delegate_fn)(void *hostHandle, unsigned int domainId, const char *entryPointAssemblyName, const char *entryPointTypeName, const char *entryPointMethodName, void **delegate);
|
|
typedef int(CORECLR_DELEGATE_CALLTYPE *coreclr_initialize_fn)(const char *exePath, const char *appDomainFriendlyName, int propertyCount, const char **propertyKeys, const char **propertyValues, void **hostHandle, unsigned int *domainId);
|
|
|
|
coreclr_create_delegate_fn coreclr_create_delegate = nullptr;
|
|
coreclr_initialize_fn coreclr_initialize = nullptr;
|
|
#endif
|
|
|
|
#ifdef _WIN32
|
|
static_assert(sizeof(char_t) == sizeof(char16_t));
|
|
using HostFxrCharString = Char16String;
|
|
#define HOSTFXR_STR(m_str) L##m_str
|
|
#else
|
|
static_assert(sizeof(char_t) == sizeof(char));
|
|
using HostFxrCharString = CharString;
|
|
#define HOSTFXR_STR(m_str) m_str
|
|
#endif
|
|
|
|
HostFxrCharString str_to_hostfxr(const String &p_str) {
|
|
#ifdef _WIN32
|
|
return p_str.utf16();
|
|
#else
|
|
return p_str.utf8();
|
|
#endif
|
|
}
|
|
|
|
const char_t *get_data(const HostFxrCharString &p_char_str) {
|
|
return (const char_t *)p_char_str.get_data();
|
|
}
|
|
|
|
String find_hostfxr() {
|
|
#ifdef TOOLS_ENABLED
|
|
String dotnet_root;
|
|
String fxr_path;
|
|
if (godotsharp::hostfxr_resolver::try_get_path(dotnet_root, fxr_path)) {
|
|
return fxr_path;
|
|
}
|
|
|
|
// hostfxr_resolver doesn't look for dotnet in `PATH`. If it fails, we try to find the dotnet
|
|
// executable in `PATH` here and pass its location as `dotnet_root` to `get_hostfxr_path`.
|
|
String dotnet_exe = path::find_executable("dotnet");
|
|
|
|
if (!dotnet_exe.is_empty()) {
|
|
// The file found in PATH may be a symlink
|
|
dotnet_exe = path::abspath(path::realpath(dotnet_exe));
|
|
|
|
// TODO:
|
|
// Sometimes, the symlink may not point to the dotnet executable in the dotnet root.
|
|
// That's the case with snaps. The snap install should have been found with the
|
|
// previous `get_hostfxr_path`, but it would still be better to do this properly
|
|
// and use something like `dotnet --list-sdks/runtimes` to find the actual location.
|
|
// This way we could also check if the proper sdk or runtime is installed. This would
|
|
// allow us to fail gracefully and show some helpful information in the editor.
|
|
|
|
dotnet_root = dotnet_exe.get_base_dir();
|
|
if (godotsharp::hostfxr_resolver::try_get_path_from_dotnet_root(dotnet_root, fxr_path)) {
|
|
return fxr_path;
|
|
}
|
|
}
|
|
|
|
ERR_PRINT(String() + ".NET: One of the dependent libraries is missing. " +
|
|
"Typically when the `hostfxr`, `hostpolicy` or `coreclr` dynamic " +
|
|
"libraries are not present in the expected locations.");
|
|
|
|
return String();
|
|
#else
|
|
|
|
#if defined(WINDOWS_ENABLED)
|
|
String probe_path = GodotSharpDirs::get_api_assemblies_dir()
|
|
.path_join("hostfxr.dll");
|
|
#elif defined(MACOS_ENABLED)
|
|
String probe_path = GodotSharpDirs::get_api_assemblies_dir()
|
|
.path_join("libhostfxr.dylib");
|
|
#elif defined(UNIX_ENABLED)
|
|
String probe_path = GodotSharpDirs::get_api_assemblies_dir()
|
|
.path_join("libhostfxr.so");
|
|
#else
|
|
#error "Platform not supported (yet?)"
|
|
#endif
|
|
|
|
if (FileAccess::exists(probe_path)) {
|
|
return probe_path;
|
|
}
|
|
|
|
return String();
|
|
|
|
#endif
|
|
}
|
|
|
|
#ifndef TOOLS_ENABLED
|
|
String find_monosgen() {
|
|
#if defined(ANDROID_ENABLED)
|
|
// Android includes all native libraries in the libs directory of the APK
|
|
// so we assume it exists and use only the name to dlopen it.
|
|
return "libmonosgen-2.0.so";
|
|
#else
|
|
#if defined(WINDOWS_ENABLED)
|
|
String probe_path = GodotSharpDirs::get_api_assemblies_dir()
|
|
.path_join("monosgen-2.0.dll");
|
|
#elif defined(MACOS_ENABLED)
|
|
String probe_path = GodotSharpDirs::get_api_assemblies_dir()
|
|
.path_join("libmonosgen-2.0.dylib");
|
|
#elif defined(UNIX_ENABLED)
|
|
String probe_path = GodotSharpDirs::get_api_assemblies_dir()
|
|
.path_join("libmonosgen-2.0.so");
|
|
#else
|
|
#error "Platform not supported (yet?)"
|
|
#endif
|
|
|
|
if (FileAccess::exists(probe_path)) {
|
|
return probe_path;
|
|
}
|
|
|
|
return String();
|
|
#endif
|
|
}
|
|
|
|
String find_coreclr() {
|
|
#if defined(WINDOWS_ENABLED)
|
|
String probe_path = GodotSharpDirs::get_api_assemblies_dir()
|
|
.path_join("coreclr.dll");
|
|
#elif defined(MACOS_ENABLED)
|
|
String probe_path = GodotSharpDirs::get_api_assemblies_dir()
|
|
.path_join("libcoreclr.dylib");
|
|
#elif defined(UNIX_ENABLED)
|
|
String probe_path = GodotSharpDirs::get_api_assemblies_dir()
|
|
.path_join("libcoreclr.so");
|
|
#else
|
|
#error "Platform not supported (yet?)"
|
|
#endif
|
|
|
|
if (FileAccess::exists(probe_path)) {
|
|
return probe_path;
|
|
}
|
|
|
|
return String();
|
|
}
|
|
#endif
|
|
|
|
bool load_hostfxr(void *&r_hostfxr_dll_handle) {
|
|
String hostfxr_path = find_hostfxr();
|
|
|
|
if (hostfxr_path.is_empty()) {
|
|
return false;
|
|
}
|
|
|
|
print_verbose("Found hostfxr: " + hostfxr_path);
|
|
|
|
Error err = OS::get_singleton()->open_dynamic_library(hostfxr_path, r_hostfxr_dll_handle);
|
|
|
|
if (err != OK) {
|
|
return false;
|
|
}
|
|
|
|
void *lib = r_hostfxr_dll_handle;
|
|
|
|
void *symbol = nullptr;
|
|
|
|
err = OS::get_singleton()->get_dynamic_library_symbol_handle(lib, "hostfxr_initialize_for_dotnet_command_line", symbol);
|
|
ERR_FAIL_COND_V(err != OK, false);
|
|
hostfxr_initialize_for_dotnet_command_line = (hostfxr_initialize_for_dotnet_command_line_fn)symbol;
|
|
|
|
err = OS::get_singleton()->get_dynamic_library_symbol_handle(lib, "hostfxr_initialize_for_runtime_config", symbol);
|
|
ERR_FAIL_COND_V(err != OK, false);
|
|
hostfxr_initialize_for_runtime_config = (hostfxr_initialize_for_runtime_config_fn)symbol;
|
|
|
|
err = OS::get_singleton()->get_dynamic_library_symbol_handle(lib, "hostfxr_get_runtime_delegate", symbol);
|
|
ERR_FAIL_COND_V(err != OK, false);
|
|
hostfxr_get_runtime_delegate = (hostfxr_get_runtime_delegate_fn)symbol;
|
|
|
|
err = OS::get_singleton()->get_dynamic_library_symbol_handle(lib, "hostfxr_close", symbol);
|
|
ERR_FAIL_COND_V(err != OK, false);
|
|
hostfxr_close = (hostfxr_close_fn)symbol;
|
|
|
|
return (hostfxr_initialize_for_runtime_config &&
|
|
hostfxr_get_runtime_delegate &&
|
|
hostfxr_close);
|
|
}
|
|
|
|
#ifndef TOOLS_ENABLED
|
|
bool load_coreclr(void *&r_coreclr_dll_handle) {
|
|
String coreclr_path = find_coreclr();
|
|
|
|
bool is_monovm = false;
|
|
if (coreclr_path.is_empty()) {
|
|
// Fallback to MonoVM (should have the same API as CoreCLR).
|
|
coreclr_path = find_monosgen();
|
|
is_monovm = true;
|
|
}
|
|
|
|
if (coreclr_path.is_empty()) {
|
|
return false;
|
|
}
|
|
|
|
const String coreclr_name = is_monovm ? "monosgen" : "coreclr";
|
|
print_verbose("Found " + coreclr_name + ": " + coreclr_path);
|
|
|
|
Error err = OS::get_singleton()->open_dynamic_library(coreclr_path, r_coreclr_dll_handle);
|
|
|
|
if (err != OK) {
|
|
return false;
|
|
}
|
|
|
|
void *lib = r_coreclr_dll_handle;
|
|
|
|
void *symbol = nullptr;
|
|
|
|
err = OS::get_singleton()->get_dynamic_library_symbol_handle(lib, "coreclr_initialize", symbol);
|
|
ERR_FAIL_COND_V(err != OK, false);
|
|
coreclr_initialize = (coreclr_initialize_fn)symbol;
|
|
|
|
err = OS::get_singleton()->get_dynamic_library_symbol_handle(lib, "coreclr_create_delegate", symbol);
|
|
ERR_FAIL_COND_V(err != OK, false);
|
|
coreclr_create_delegate = (coreclr_create_delegate_fn)symbol;
|
|
|
|
return (coreclr_initialize &&
|
|
coreclr_create_delegate);
|
|
}
|
|
#endif
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
load_assembly_and_get_function_pointer_fn initialize_hostfxr_for_config(const char_t *p_config_path) {
|
|
hostfxr_handle cxt = nullptr;
|
|
int rc = hostfxr_initialize_for_runtime_config(p_config_path, nullptr, &cxt);
|
|
if (rc != 0 || cxt == nullptr) {
|
|
hostfxr_close(cxt);
|
|
ERR_FAIL_V_MSG(nullptr, "hostfxr_initialize_for_runtime_config failed with code: " + itos(rc));
|
|
}
|
|
|
|
void *load_assembly_and_get_function_pointer = nullptr;
|
|
|
|
rc = hostfxr_get_runtime_delegate(cxt,
|
|
hdt_load_assembly_and_get_function_pointer, &load_assembly_and_get_function_pointer);
|
|
if (rc != 0 || load_assembly_and_get_function_pointer == nullptr) {
|
|
ERR_FAIL_V_MSG(nullptr, "hostfxr_get_runtime_delegate failed with code: " + itos(rc));
|
|
}
|
|
|
|
hostfxr_close(cxt);
|
|
|
|
return (load_assembly_and_get_function_pointer_fn)load_assembly_and_get_function_pointer;
|
|
}
|
|
#else
|
|
load_assembly_and_get_function_pointer_fn initialize_hostfxr_self_contained(
|
|
const char_t *p_main_assembly_path) {
|
|
hostfxr_handle cxt = nullptr;
|
|
|
|
List<String> cmdline_args = OS::get_singleton()->get_cmdline_args();
|
|
|
|
List<HostFxrCharString> argv_store;
|
|
Vector<const char_t *> argv;
|
|
argv.resize(cmdline_args.size() + 1);
|
|
|
|
argv.write[0] = p_main_assembly_path;
|
|
|
|
int i = 1;
|
|
for (const String &E : cmdline_args) {
|
|
HostFxrCharString &stored = argv_store.push_back(str_to_hostfxr(E))->get();
|
|
argv.write[i] = get_data(stored);
|
|
i++;
|
|
}
|
|
|
|
int rc = hostfxr_initialize_for_dotnet_command_line(argv.size(), argv.ptrw(), nullptr, &cxt);
|
|
if (rc != 0 || cxt == nullptr) {
|
|
hostfxr_close(cxt);
|
|
ERR_FAIL_V_MSG(nullptr, "hostfxr_initialize_for_dotnet_command_line failed with code: " + itos(rc));
|
|
}
|
|
|
|
void *load_assembly_and_get_function_pointer = nullptr;
|
|
|
|
rc = hostfxr_get_runtime_delegate(cxt,
|
|
hdt_load_assembly_and_get_function_pointer, &load_assembly_and_get_function_pointer);
|
|
if (rc != 0 || load_assembly_and_get_function_pointer == nullptr) {
|
|
ERR_FAIL_V_MSG(nullptr, "hostfxr_get_runtime_delegate failed with code: " + itos(rc));
|
|
}
|
|
|
|
hostfxr_close(cxt);
|
|
|
|
return (load_assembly_and_get_function_pointer_fn)load_assembly_and_get_function_pointer;
|
|
}
|
|
#endif
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
using godot_plugins_initialize_fn = bool (*)(void *, bool, gdmono::PluginCallbacks *, GDMonoCache::ManagedCallbacks *, const void **, int32_t);
|
|
#else
|
|
using godot_plugins_initialize_fn = bool (*)(void *, GDMonoCache::ManagedCallbacks *, const void **, int32_t);
|
|
#endif
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
godot_plugins_initialize_fn initialize_hostfxr_and_godot_plugins(bool &r_runtime_initialized) {
|
|
godot_plugins_initialize_fn godot_plugins_initialize = nullptr;
|
|
|
|
HostFxrCharString godot_plugins_path = str_to_hostfxr(
|
|
GodotSharpDirs::get_api_assemblies_dir().path_join("GodotPlugins.dll"));
|
|
|
|
HostFxrCharString config_path = str_to_hostfxr(
|
|
GodotSharpDirs::get_api_assemblies_dir().path_join("GodotPlugins.runtimeconfig.json"));
|
|
|
|
load_assembly_and_get_function_pointer_fn load_assembly_and_get_function_pointer =
|
|
initialize_hostfxr_for_config(get_data(config_path));
|
|
|
|
if (load_assembly_and_get_function_pointer == nullptr) {
|
|
// Show a message box to the user to make the problem explicit (and explain a potential crash).
|
|
OS::get_singleton()->alert(TTR("Unable to load .NET runtime, no compatible version was found.\nAttempting to create/edit a project will lead to a crash.\n\nPlease install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-us/download and restart Godot."), TTR("Failed to load .NET runtime"));
|
|
ERR_FAIL_V_MSG(nullptr, ".NET: Failed to load compatible .NET runtime");
|
|
}
|
|
|
|
r_runtime_initialized = true;
|
|
|
|
print_verbose(".NET: hostfxr initialized");
|
|
|
|
int rc = load_assembly_and_get_function_pointer(get_data(godot_plugins_path),
|
|
HOSTFXR_STR("GodotPlugins.Main, GodotPlugins"),
|
|
HOSTFXR_STR("InitializeFromEngine"),
|
|
UNMANAGEDCALLERSONLY_METHOD,
|
|
nullptr,
|
|
(void **)&godot_plugins_initialize);
|
|
ERR_FAIL_COND_V_MSG(rc != 0, nullptr, ".NET: Failed to get GodotPlugins initialization function pointer");
|
|
|
|
return godot_plugins_initialize;
|
|
}
|
|
#else
|
|
godot_plugins_initialize_fn initialize_hostfxr_and_godot_plugins(bool &r_runtime_initialized) {
|
|
godot_plugins_initialize_fn godot_plugins_initialize = nullptr;
|
|
|
|
String assembly_name = path::get_csharp_project_name();
|
|
|
|
HostFxrCharString assembly_path = str_to_hostfxr(GodotSharpDirs::get_api_assemblies_dir()
|
|
.path_join(assembly_name + ".dll"));
|
|
|
|
load_assembly_and_get_function_pointer_fn load_assembly_and_get_function_pointer =
|
|
initialize_hostfxr_self_contained(get_data(assembly_path));
|
|
ERR_FAIL_NULL_V(load_assembly_and_get_function_pointer, nullptr);
|
|
|
|
r_runtime_initialized = true;
|
|
|
|
print_verbose(".NET: hostfxr initialized");
|
|
|
|
int rc = load_assembly_and_get_function_pointer(get_data(assembly_path),
|
|
get_data(str_to_hostfxr("GodotPlugins.Game.Main, " + assembly_name)),
|
|
HOSTFXR_STR("InitializeFromGameProject"),
|
|
UNMANAGEDCALLERSONLY_METHOD,
|
|
nullptr,
|
|
(void **)&godot_plugins_initialize);
|
|
ERR_FAIL_COND_V_MSG(rc != 0, nullptr, ".NET: Failed to get GodotPlugins initialization function pointer");
|
|
|
|
return godot_plugins_initialize;
|
|
}
|
|
|
|
godot_plugins_initialize_fn try_load_native_aot_library(void *&r_aot_dll_handle) {
|
|
String assembly_name = path::get_csharp_project_name();
|
|
|
|
#if defined(WINDOWS_ENABLED)
|
|
String native_aot_so_path = GodotSharpDirs::get_api_assemblies_dir().path_join(assembly_name + ".dll");
|
|
#elif defined(MACOS_ENABLED) || defined(IOS_ENABLED)
|
|
String native_aot_so_path = GodotSharpDirs::get_api_assemblies_dir().path_join(assembly_name + ".dylib");
|
|
#elif defined(UNIX_ENABLED)
|
|
String native_aot_so_path = GodotSharpDirs::get_api_assemblies_dir().path_join(assembly_name + ".so");
|
|
#else
|
|
#error "Platform not supported (yet?)"
|
|
#endif
|
|
|
|
Error err = OS::get_singleton()->open_dynamic_library(native_aot_so_path, r_aot_dll_handle);
|
|
|
|
if (err != OK) {
|
|
return nullptr;
|
|
}
|
|
|
|
void *lib = r_aot_dll_handle;
|
|
|
|
void *symbol = nullptr;
|
|
|
|
err = OS::get_singleton()->get_dynamic_library_symbol_handle(lib, "godotsharp_game_main_init", symbol);
|
|
ERR_FAIL_COND_V(err != OK, nullptr);
|
|
return (godot_plugins_initialize_fn)symbol;
|
|
}
|
|
#endif
|
|
|
|
#ifndef TOOLS_ENABLED
|
|
String make_tpa_list() {
|
|
String tpa_list;
|
|
|
|
#if defined(WINDOWS_ENABLED)
|
|
String separator = ";";
|
|
#else
|
|
String separator = ":";
|
|
#endif
|
|
|
|
String assemblies_dir = GodotSharpDirs::get_api_assemblies_dir();
|
|
PackedStringArray files = DirAccess::get_files_at(assemblies_dir);
|
|
for (const String &file : files) {
|
|
tpa_list += assemblies_dir.path_join(file);
|
|
tpa_list += separator;
|
|
}
|
|
|
|
return tpa_list;
|
|
}
|
|
|
|
godot_plugins_initialize_fn initialize_coreclr_and_godot_plugins(bool &r_runtime_initialized) {
|
|
godot_plugins_initialize_fn godot_plugins_initialize = nullptr;
|
|
|
|
String assembly_name = path::get_csharp_project_name();
|
|
|
|
String tpa_list = make_tpa_list();
|
|
const char *prop_keys[] = { "TRUSTED_PLATFORM_ASSEMBLIES" };
|
|
const char *prop_values[] = { tpa_list.utf8().get_data() };
|
|
int nprops = sizeof(prop_keys) / sizeof(prop_keys[0]);
|
|
|
|
void *coreclr_handle = nullptr;
|
|
unsigned int domain_id = 0;
|
|
int rc = coreclr_initialize(nullptr, nullptr, nprops, (const char **)&prop_keys, (const char **)&prop_values, &coreclr_handle, &domain_id);
|
|
ERR_FAIL_COND_V_MSG(rc != 0, nullptr, ".NET: Failed to initialize CoreCLR.");
|
|
|
|
r_runtime_initialized = true;
|
|
|
|
print_verbose(".NET: CoreCLR initialized");
|
|
|
|
coreclr_create_delegate(coreclr_handle, domain_id,
|
|
assembly_name.utf8().get_data(),
|
|
"GodotPlugins.Game.Main",
|
|
"InitializeFromGameProject",
|
|
(void **)&godot_plugins_initialize);
|
|
ERR_FAIL_NULL_V_MSG(godot_plugins_initialize, nullptr, ".NET: Failed to get GodotPlugins initialization function pointer");
|
|
|
|
return godot_plugins_initialize;
|
|
}
|
|
#endif
|
|
|
|
} // namespace
|
|
|
|
bool GDMono::should_initialize() {
|
|
#ifdef TOOLS_ENABLED
|
|
// The editor always needs to initialize the .NET module for now.
|
|
return true;
|
|
#else
|
|
return OS::get_singleton()->has_feature("dotnet");
|
|
#endif
|
|
}
|
|
|
|
static bool _on_core_api_assembly_loaded() {
|
|
if (!GDMonoCache::godot_api_cache_updated) {
|
|
return false;
|
|
}
|
|
|
|
bool debug;
|
|
#ifdef DEBUG_ENABLED
|
|
debug = true;
|
|
#else
|
|
debug = false;
|
|
#endif
|
|
|
|
GDMonoCache::managed_callbacks.GD_OnCoreApiAssemblyLoaded(debug);
|
|
|
|
return true;
|
|
}
|
|
|
|
void GDMono::initialize() {
|
|
print_verbose(".NET: Initializing module...");
|
|
|
|
_init_godot_api_hashes();
|
|
|
|
godot_plugins_initialize_fn godot_plugins_initialize = nullptr;
|
|
|
|
#if !defined(IOS_ENABLED)
|
|
// Check that the .NET assemblies directory exists before trying to use it.
|
|
if (!DirAccess::exists(GodotSharpDirs::get_api_assemblies_dir())) {
|
|
OS::get_singleton()->alert(vformat(RTR("Unable to find the .NET assemblies directory.\nMake sure the '%s' directory exists and contains the .NET assemblies."), GodotSharpDirs::get_api_assemblies_dir()), RTR(".NET assemblies not found"));
|
|
ERR_FAIL_MSG(".NET: Assemblies not found");
|
|
}
|
|
#endif
|
|
|
|
if (load_hostfxr(hostfxr_dll_handle)) {
|
|
godot_plugins_initialize = initialize_hostfxr_and_godot_plugins(runtime_initialized);
|
|
ERR_FAIL_NULL(godot_plugins_initialize);
|
|
} else {
|
|
#if !defined(TOOLS_ENABLED)
|
|
if (load_coreclr(coreclr_dll_handle)) {
|
|
godot_plugins_initialize = initialize_coreclr_and_godot_plugins(runtime_initialized);
|
|
} else {
|
|
godot_plugins_initialize = try_load_native_aot_library(hostfxr_dll_handle);
|
|
if (godot_plugins_initialize != nullptr) {
|
|
runtime_initialized = true;
|
|
}
|
|
}
|
|
|
|
if (godot_plugins_initialize == nullptr) {
|
|
ERR_FAIL_MSG(".NET: Failed to load hostfxr");
|
|
}
|
|
#else
|
|
|
|
// Show a message box to the user to make the problem explicit (and explain a potential crash).
|
|
OS::get_singleton()->alert(TTR("Unable to load .NET runtime, specifically hostfxr.\nAttempting to create/edit a project will lead to a crash.\n\nPlease install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-us/download and restart Godot."), TTR("Failed to load .NET runtime"));
|
|
ERR_FAIL_MSG(".NET: Failed to load hostfxr");
|
|
#endif
|
|
}
|
|
|
|
int32_t interop_funcs_size = 0;
|
|
const void **interop_funcs = godotsharp::get_runtime_interop_funcs(interop_funcs_size);
|
|
|
|
GDMonoCache::ManagedCallbacks managed_callbacks{};
|
|
|
|
void *godot_dll_handle = nullptr;
|
|
|
|
#if defined(UNIX_ENABLED) && !defined(MACOS_ENABLED) && !defined(IOS_ENABLED)
|
|
// Managed code can access it on its own on other platforms
|
|
godot_dll_handle = dlopen(nullptr, RTLD_NOW);
|
|
#endif
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
gdmono::PluginCallbacks plugin_callbacks_res;
|
|
bool init_ok = godot_plugins_initialize(godot_dll_handle,
|
|
Engine::get_singleton()->is_editor_hint(),
|
|
&plugin_callbacks_res, &managed_callbacks,
|
|
interop_funcs, interop_funcs_size);
|
|
ERR_FAIL_COND_MSG(!init_ok, ".NET: GodotPlugins initialization failed");
|
|
|
|
plugin_callbacks = plugin_callbacks_res;
|
|
#else
|
|
bool init_ok = godot_plugins_initialize(godot_dll_handle, &managed_callbacks,
|
|
interop_funcs, interop_funcs_size);
|
|
ERR_FAIL_COND_MSG(!init_ok, ".NET: GodotPlugins initialization failed");
|
|
#endif
|
|
|
|
GDMonoCache::update_godot_api_cache(managed_callbacks);
|
|
|
|
print_verbose(".NET: GodotPlugins initialized");
|
|
|
|
_on_core_api_assembly_loaded();
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
_try_load_project_assembly();
|
|
#endif
|
|
|
|
initialized = true;
|
|
}
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
void GDMono::_try_load_project_assembly() {
|
|
if (Engine::get_singleton()->is_project_manager_hint()) {
|
|
return;
|
|
}
|
|
|
|
// Load the project's main assembly. This doesn't necessarily need to succeed.
|
|
// The game may not be using .NET at all, or if the project does use .NET and
|
|
// we're running in the editor, it may just happen to be it wasn't built yet.
|
|
if (!_load_project_assembly()) {
|
|
if (OS::get_singleton()->is_stdout_verbose()) {
|
|
print_error(".NET: Failed to load project assembly");
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void GDMono::_init_godot_api_hashes() {
|
|
#ifdef DEBUG_METHODS_ENABLED
|
|
get_api_core_hash();
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
get_api_editor_hash();
|
|
#endif // TOOLS_ENABLED
|
|
#endif // DEBUG_METHODS_ENABLED
|
|
}
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
bool GDMono::_load_project_assembly() {
|
|
String assembly_name = path::get_csharp_project_name();
|
|
|
|
String assembly_path = GodotSharpDirs::get_res_temp_assemblies_dir()
|
|
.path_join(assembly_name + ".dll");
|
|
assembly_path = ProjectSettings::get_singleton()->globalize_path(assembly_path);
|
|
|
|
if (!FileAccess::exists(assembly_path)) {
|
|
return false;
|
|
}
|
|
|
|
String loaded_assembly_path;
|
|
bool success = plugin_callbacks.LoadProjectAssemblyCallback(assembly_path.utf16(), &loaded_assembly_path);
|
|
|
|
if (success) {
|
|
project_assembly_path = loaded_assembly_path.simplify_path();
|
|
project_assembly_modified_time = FileAccess::get_modified_time(loaded_assembly_path);
|
|
}
|
|
|
|
return success;
|
|
}
|
|
#endif
|
|
|
|
#ifdef GD_MONO_HOT_RELOAD
|
|
void GDMono::reload_failure() {
|
|
if (++project_load_failure_count >= (int)GLOBAL_GET("dotnet/project/assembly_reload_attempts")) {
|
|
// After reloading a project has failed n times in a row, update the path and modification time
|
|
// to stop any further attempts at loading this assembly, which probably is never going to work anyways.
|
|
project_load_failure_count = 0;
|
|
|
|
ERR_PRINT_ED(".NET: Giving up on assembly reloading. Please restart the editor if unloading was failing.");
|
|
|
|
String assembly_name = path::get_csharp_project_name();
|
|
String assembly_path = GodotSharpDirs::get_res_temp_assemblies_dir().path_join(assembly_name + ".dll");
|
|
assembly_path = ProjectSettings::get_singleton()->globalize_path(assembly_path);
|
|
project_assembly_path = assembly_path.simplify_path();
|
|
project_assembly_modified_time = FileAccess::get_modified_time(assembly_path);
|
|
}
|
|
}
|
|
|
|
Error GDMono::reload_project_assemblies() {
|
|
ERR_FAIL_COND_V(!runtime_initialized, ERR_BUG);
|
|
|
|
finalizing_scripts_domain = true;
|
|
|
|
if (!get_plugin_callbacks().UnloadProjectPluginCallback()) {
|
|
ERR_PRINT_ED(".NET: Failed to unload assemblies. Please check https://github.com/godotengine/godot/issues/78513 for more information.");
|
|
reload_failure();
|
|
return FAILED;
|
|
}
|
|
|
|
finalizing_scripts_domain = false;
|
|
|
|
// Load the project's main assembly. Here, during hot-reloading, we do
|
|
// consider failing to load the project's main assembly to be an error.
|
|
if (!_load_project_assembly()) {
|
|
ERR_PRINT_ED(".NET: Failed to load project assembly.");
|
|
reload_failure();
|
|
return ERR_CANT_OPEN;
|
|
}
|
|
|
|
if (project_load_failure_count > 0) {
|
|
project_load_failure_count = 0;
|
|
ERR_PRINT_ED(".NET: Assembly reloading succeeded after failures.");
|
|
}
|
|
|
|
return OK;
|
|
}
|
|
#endif
|
|
|
|
GDMono::GDMono() {
|
|
singleton = this;
|
|
}
|
|
|
|
GDMono::~GDMono() {
|
|
finalizing_scripts_domain = true;
|
|
|
|
if (hostfxr_dll_handle) {
|
|
OS::get_singleton()->close_dynamic_library(hostfxr_dll_handle);
|
|
}
|
|
if (coreclr_dll_handle) {
|
|
OS::get_singleton()->close_dynamic_library(coreclr_dll_handle);
|
|
}
|
|
|
|
finalizing_scripts_domain = false;
|
|
runtime_initialized = false;
|
|
|
|
singleton = nullptr;
|
|
}
|
|
|
|
namespace mono_bind {
|
|
|
|
GodotSharp *GodotSharp::singleton = nullptr;
|
|
|
|
void GodotSharp::reload_assemblies(bool p_soft_reload) {
|
|
#ifdef GD_MONO_HOT_RELOAD
|
|
CRASH_COND(CSharpLanguage::get_singleton() == nullptr);
|
|
// This method may be called more than once with `call_deferred`, so we need to check
|
|
// again if reloading is needed to avoid reloading multiple times unnecessarily.
|
|
if (CSharpLanguage::get_singleton()->is_assembly_reloading_needed()) {
|
|
CSharpLanguage::get_singleton()->reload_assemblies(p_soft_reload);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
GodotSharp::GodotSharp() {
|
|
singleton = this;
|
|
}
|
|
|
|
GodotSharp::~GodotSharp() {
|
|
singleton = nullptr;
|
|
}
|
|
|
|
} // namespace mono_bind
|