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77dd061345
Right now, games only work on devices when exported with FullAOT+Interpreter. There are some issues left that need to addressed for FullAOT alone. Right now, it's giving issues with the Godot.NativeCalls static constructor.
452 lines
14 KiB
C++
452 lines
14 KiB
C++
/*************************************************************************/
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/* gd_mono_assembly.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "gd_mono_assembly.h"
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#include <mono/metadata/mono-debug.h>
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#include <mono/metadata/tokentype.h>
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#include "core/list.h"
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#include "core/os/file_access.h"
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#include "core/os/os.h"
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#include "core/project_settings.h"
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#include "../godotsharp_dirs.h"
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#include "gd_mono_cache.h"
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#include "gd_mono_class.h"
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Vector<String> GDMonoAssembly::search_dirs;
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void GDMonoAssembly::fill_search_dirs(Vector<String> &r_search_dirs, const String &p_custom_config, const String &p_custom_bcl_dir) {
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String framework_dir;
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if (!p_custom_bcl_dir.empty()) {
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framework_dir = p_custom_bcl_dir;
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} else if (mono_assembly_getrootdir()) {
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framework_dir = String::utf8(mono_assembly_getrootdir()).plus_file("mono").plus_file("4.5");
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}
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if (!framework_dir.empty()) {
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r_search_dirs.push_back(framework_dir);
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r_search_dirs.push_back(framework_dir.plus_file("Facades"));
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}
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#if !defined(TOOLS_ENABLED)
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String data_game_assemblies_dir = GodotSharpDirs::get_data_game_assemblies_dir();
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if (!data_game_assemblies_dir.empty()) {
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r_search_dirs.push_back(data_game_assemblies_dir);
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}
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#endif
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if (p_custom_config.length()) {
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r_search_dirs.push_back(GodotSharpDirs::get_res_temp_assemblies_base_dir().plus_file(p_custom_config));
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} else {
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r_search_dirs.push_back(GodotSharpDirs::get_res_temp_assemblies_dir());
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}
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if (p_custom_config.empty()) {
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r_search_dirs.push_back(GodotSharpDirs::get_res_assemblies_dir());
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} else {
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String api_config = p_custom_config == "ExportRelease" ? "Release" : "Debug";
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r_search_dirs.push_back(GodotSharpDirs::get_res_assemblies_base_dir().plus_file(api_config));
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}
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r_search_dirs.push_back(GodotSharpDirs::get_res_assemblies_base_dir());
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r_search_dirs.push_back(OS::get_singleton()->get_resource_dir());
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r_search_dirs.push_back(OS::get_singleton()->get_executable_path().get_base_dir());
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#ifdef TOOLS_ENABLED
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r_search_dirs.push_back(GodotSharpDirs::get_data_editor_tools_dir());
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// For GodotTools to find the api assemblies
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r_search_dirs.push_back(GodotSharpDirs::get_data_editor_prebuilt_api_dir().plus_file("Debug"));
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#endif
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}
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// This is how these assembly loading hooks work:
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//
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// - The 'search' hook checks if the assembly has already been loaded, to avoid loading again.
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// - The 'preload' hook does the actual loading and is only called if the
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// 'search' hook didn't find the assembly in the list of loaded assemblies.
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// - The 'load' hook is called after the assembly has been loaded. Its job is to add the
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// assembly to the list of loaded assemblies so that the 'search' hook can look it up.
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void GDMonoAssembly::assembly_load_hook(MonoAssembly *assembly, void *user_data) {
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String name = String::utf8(mono_assembly_name_get_name(mono_assembly_get_name(assembly)));
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MonoImage *image = mono_assembly_get_image(assembly);
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GDMonoAssembly *gdassembly = memnew(GDMonoAssembly(name, image, assembly));
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#ifdef GD_MONO_HOT_RELOAD
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const char *path = mono_image_get_filename(image);
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if (FileAccess::exists(path))
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gdassembly->modified_time = FileAccess::get_modified_time(path);
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#endif
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MonoDomain *domain = mono_domain_get();
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GDMono::get_singleton()->add_assembly(domain ? mono_domain_get_id(domain) : 0, gdassembly);
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}
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MonoAssembly *GDMonoAssembly::assembly_search_hook(MonoAssemblyName *aname, void *user_data) {
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return GDMonoAssembly::_search_hook(aname, user_data, false);
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}
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MonoAssembly *GDMonoAssembly::assembly_refonly_search_hook(MonoAssemblyName *aname, void *user_data) {
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return GDMonoAssembly::_search_hook(aname, user_data, true);
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}
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MonoAssembly *GDMonoAssembly::assembly_preload_hook(MonoAssemblyName *aname, char **assemblies_path, void *user_data) {
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return GDMonoAssembly::_preload_hook(aname, assemblies_path, user_data, false);
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}
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MonoAssembly *GDMonoAssembly::assembly_refonly_preload_hook(MonoAssemblyName *aname, char **assemblies_path, void *user_data) {
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return GDMonoAssembly::_preload_hook(aname, assemblies_path, user_data, true);
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}
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MonoAssembly *GDMonoAssembly::_search_hook(MonoAssemblyName *aname, void *user_data, bool refonly) {
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(void)user_data; // UNUSED
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String name = String::utf8(mono_assembly_name_get_name(aname));
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bool has_extension = name.ends_with(".dll") || name.ends_with(".exe");
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GDMonoAssembly *loaded_asm = GDMono::get_singleton()->get_loaded_assembly(has_extension ? name.get_basename() : name);
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if (loaded_asm)
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return loaded_asm->get_assembly();
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return NULL;
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}
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MonoAssembly *GDMonoAssembly::_preload_hook(MonoAssemblyName *aname, char **, void *user_data, bool refonly) {
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(void)user_data; // UNUSED
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String name = String::utf8(mono_assembly_name_get_name(aname));
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return _load_assembly_search(name, search_dirs, refonly);
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}
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MonoAssembly *GDMonoAssembly::_load_assembly_search(const String &p_name, const Vector<String> &p_search_dirs, bool p_refonly) {
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MonoAssembly *res = NULL;
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String path;
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bool has_extension = p_name.ends_with(".dll") || p_name.ends_with(".exe");
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for (int i = 0; i < p_search_dirs.size(); i++) {
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const String &search_dir = p_search_dirs[i];
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if (has_extension) {
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path = search_dir.plus_file(p_name);
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if (FileAccess::exists(path)) {
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res = _real_load_assembly_from(path, p_refonly);
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if (res != NULL)
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return res;
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}
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} else {
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path = search_dir.plus_file(p_name + ".dll");
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if (FileAccess::exists(path)) {
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res = _real_load_assembly_from(path, p_refonly);
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if (res != NULL)
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return res;
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}
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path = search_dir.plus_file(p_name + ".exe");
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if (FileAccess::exists(path)) {
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res = _real_load_assembly_from(path, p_refonly);
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if (res != NULL)
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return res;
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}
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}
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}
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return NULL;
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}
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String GDMonoAssembly::find_assembly(const String &p_name) {
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String path;
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bool has_extension = p_name.ends_with(".dll") || p_name.ends_with(".exe");
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for (int i = 0; i < search_dirs.size(); i++) {
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const String &search_dir = search_dirs[i];
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if (has_extension) {
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path = search_dir.plus_file(p_name);
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if (FileAccess::exists(path))
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return path;
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} else {
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path = search_dir.plus_file(p_name + ".dll");
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if (FileAccess::exists(path))
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return path;
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path = search_dir.plus_file(p_name + ".exe");
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if (FileAccess::exists(path))
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return path;
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}
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}
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return String();
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}
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void GDMonoAssembly::initialize() {
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fill_search_dirs(search_dirs);
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mono_install_assembly_search_hook(&assembly_search_hook, NULL);
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mono_install_assembly_refonly_search_hook(&assembly_refonly_search_hook, NULL);
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mono_install_assembly_preload_hook(&assembly_preload_hook, NULL);
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mono_install_assembly_refonly_preload_hook(&assembly_refonly_preload_hook, NULL);
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mono_install_assembly_load_hook(&assembly_load_hook, NULL);
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}
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MonoAssembly *GDMonoAssembly::_real_load_assembly_from(const String &p_path, bool p_refonly) {
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Vector<uint8_t> data = FileAccess::get_file_as_array(p_path);
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ERR_FAIL_COND_V_MSG(data.empty(), NULL, "Could read the assembly in the specified location");
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String image_filename;
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#ifdef ANDROID_ENABLED
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if (p_path.begins_with("res://")) {
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image_filename = p_path.substr(6, p_path.length());
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} else {
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image_filename = ProjectSettings::get_singleton()->globalize_path(p_path);
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}
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#else
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// FIXME: globalize_path does not work on exported games
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image_filename = ProjectSettings::get_singleton()->globalize_path(p_path);
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#endif
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MonoImageOpenStatus status = MONO_IMAGE_OK;
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MonoImage *image = mono_image_open_from_data_with_name(
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(char *)&data[0], data.size(),
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true, &status, p_refonly,
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image_filename.utf8());
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ERR_FAIL_COND_V_MSG(status != MONO_IMAGE_OK || !image, NULL, "Failed to open assembly image from the loaded data");
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#ifdef DEBUG_ENABLED
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Vector<uint8_t> pdb_data;
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String pdb_path(p_path + ".pdb");
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if (!FileAccess::exists(pdb_path)) {
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pdb_path = p_path.get_basename() + ".pdb"; // without .dll
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if (!FileAccess::exists(pdb_path))
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goto no_pdb;
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}
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pdb_data = FileAccess::get_file_as_array(pdb_path);
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// mono_debug_close_image doesn't seem to be needed
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mono_debug_open_image_from_memory(image, &pdb_data[0], pdb_data.size());
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no_pdb:
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#endif
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status = MONO_IMAGE_OK;
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MonoAssembly *assembly = mono_assembly_load_from_full(image, image_filename.utf8().get_data(), &status, p_refonly);
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ERR_FAIL_COND_V_MSG(status != MONO_IMAGE_OK || !assembly, NULL, "Failed to load assembly for image");
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// Decrement refcount which was previously incremented by mono_image_open_from_data_with_name
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mono_image_close(image);
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return assembly;
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}
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void GDMonoAssembly::unload() {
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ERR_FAIL_NULL(image); // Should not be called if already unloaded
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for (Map<MonoClass *, GDMonoClass *>::Element *E = cached_raw.front(); E; E = E->next()) {
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memdelete(E->value());
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}
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cached_classes.clear();
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cached_raw.clear();
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assembly = NULL;
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image = NULL;
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}
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String GDMonoAssembly::get_path() const {
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return String::utf8(mono_image_get_filename(image));
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}
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GDMonoClass *GDMonoAssembly::get_class(const StringName &p_namespace, const StringName &p_name) {
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ERR_FAIL_NULL_V(image, NULL);
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ClassKey key(p_namespace, p_name);
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GDMonoClass **match = cached_classes.getptr(key);
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if (match)
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return *match;
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MonoClass *mono_class = mono_class_from_name(image, String(p_namespace).utf8(), String(p_name).utf8());
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if (!mono_class)
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return NULL;
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GDMonoClass *wrapped_class = memnew(GDMonoClass(p_namespace, p_name, mono_class, this));
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cached_classes[key] = wrapped_class;
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cached_raw[mono_class] = wrapped_class;
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return wrapped_class;
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}
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GDMonoClass *GDMonoAssembly::get_class(MonoClass *p_mono_class) {
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ERR_FAIL_NULL_V(image, NULL);
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Map<MonoClass *, GDMonoClass *>::Element *match = cached_raw.find(p_mono_class);
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if (match)
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return match->value();
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StringName namespace_name = mono_class_get_namespace(p_mono_class);
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StringName class_name = mono_class_get_name(p_mono_class);
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GDMonoClass *wrapped_class = memnew(GDMonoClass(namespace_name, class_name, p_mono_class, this));
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cached_classes[ClassKey(namespace_name, class_name)] = wrapped_class;
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cached_raw[p_mono_class] = wrapped_class;
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return wrapped_class;
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}
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GDMonoClass *GDMonoAssembly::get_object_derived_class(const StringName &p_class) {
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GDMonoClass *match = NULL;
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if (gdobject_class_cache_updated) {
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Map<StringName, GDMonoClass *>::Element *result = gdobject_class_cache.find(p_class);
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if (result)
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match = result->get();
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} else {
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List<GDMonoClass *> nested_classes;
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int rows = mono_image_get_table_rows(image, MONO_TABLE_TYPEDEF);
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for (int i = 1; i < rows; i++) {
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MonoClass *mono_class = mono_class_get(image, (i + 1) | MONO_TOKEN_TYPE_DEF);
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if (!mono_class_is_assignable_from(CACHED_CLASS_RAW(GodotObject), mono_class))
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continue;
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GDMonoClass *current = get_class(mono_class);
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if (!current)
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continue;
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nested_classes.push_back(current);
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if (!match && current->get_name() == p_class)
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match = current;
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while (!nested_classes.empty()) {
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GDMonoClass *current_nested = nested_classes.front()->get();
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nested_classes.pop_back();
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void *iter = NULL;
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while (true) {
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MonoClass *raw_nested = mono_class_get_nested_types(current_nested->get_mono_ptr(), &iter);
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if (!raw_nested)
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break;
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GDMonoClass *nested_class = get_class(raw_nested);
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if (nested_class) {
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gdobject_class_cache.insert(nested_class->get_name(), nested_class);
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nested_classes.push_back(nested_class);
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}
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}
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}
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gdobject_class_cache.insert(current->get_name(), current);
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}
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gdobject_class_cache_updated = true;
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}
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return match;
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}
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GDMonoAssembly *GDMonoAssembly::load_from(const String &p_name, const String &p_path, bool p_refonly) {
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if (p_name == "mscorlib" || p_name == "mscorlib.dll")
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return GDMono::get_singleton()->get_corlib_assembly();
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// We need to manually call the search hook in this case, as it won't be called in the next step
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MonoAssemblyName *aname = mono_assembly_name_new(p_name.utf8());
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MonoAssembly *assembly = mono_assembly_invoke_search_hook(aname);
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mono_assembly_name_free(aname);
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mono_free(aname);
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if (!assembly) {
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assembly = _real_load_assembly_from(p_path, p_refonly);
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ERR_FAIL_NULL_V(assembly, NULL);
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}
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GDMonoAssembly *loaded_asm = GDMono::get_singleton()->get_loaded_assembly(p_name);
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ERR_FAIL_NULL_V_MSG(loaded_asm, NULL, "Loaded assembly missing from table. Did we not receive the load hook?");
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return loaded_asm;
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}
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GDMonoAssembly::GDMonoAssembly(const String &p_name, MonoImage *p_image, MonoAssembly *p_assembly) :
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name(p_name),
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image(p_image),
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assembly(p_assembly),
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#ifdef GD_MONO_HOT_RELOAD
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modified_time(0),
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#endif
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gdobject_class_cache_updated(false) {
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}
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GDMonoAssembly::~GDMonoAssembly() {
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if (image)
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unload();
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}
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