godot/modules/mono/mono_gd/gd_mono.h
Ignacio Etcheverry 0b94203a79 C#: Add Ide Connection library and server for the editor
This will be used for communicating between the Godot editor and external IDEs/editors, for things like opening files, triggering hot-reload and running the game with a debugger attached.
2019-08-04 01:57:53 +02:00

307 lines
9.2 KiB
C++

/*************************************************************************/
/* gd_mono.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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. */
/*************************************************************************/
#ifndef GD_MONO_H
#define GD_MONO_H
#include "core/io/config_file.h"
#include "../godotsharp_defs.h"
#include "gd_mono_assembly.h"
#include "gd_mono_log.h"
#ifdef WINDOWS_ENABLED
#include "../utils/mono_reg_utils.h"
#endif
namespace APIAssembly {
enum Type {
API_CORE,
API_EDITOR
};
struct Version {
uint64_t godot_api_hash;
uint32_t bindings_version;
uint32_t cs_glue_version;
bool operator==(const Version &p_other) const {
return godot_api_hash == p_other.godot_api_hash &&
bindings_version == p_other.bindings_version &&
cs_glue_version == p_other.cs_glue_version;
}
Version() :
godot_api_hash(0),
bindings_version(0),
cs_glue_version(0) {
}
Version(uint64_t p_godot_api_hash,
uint32_t p_bindings_version,
uint32_t p_cs_glue_version) :
godot_api_hash(p_godot_api_hash),
bindings_version(p_bindings_version),
cs_glue_version(p_cs_glue_version) {
}
static Version get_from_loaded_assembly(GDMonoAssembly *p_api_assembly, Type p_api_type);
};
String to_string(Type p_type);
} // namespace APIAssembly
class GDMono {
public:
enum UnhandledExceptionPolicy {
POLICY_TERMINATE_APP,
POLICY_LOG_ERROR
};
private:
bool runtime_initialized;
bool finalizing_scripts_domain;
MonoDomain *root_domain;
MonoDomain *scripts_domain;
bool core_api_assembly_out_of_sync;
#ifdef TOOLS_ENABLED
bool editor_api_assembly_out_of_sync;
#endif
GDMonoAssembly *corlib_assembly;
GDMonoAssembly *core_api_assembly;
GDMonoAssembly *project_assembly;
#ifdef TOOLS_ENABLED
GDMonoAssembly *editor_api_assembly;
GDMonoAssembly *tools_assembly;
GDMonoAssembly *tools_project_editor_assembly;
#endif
HashMap<uint32_t, HashMap<String, GDMonoAssembly *> > assemblies;
UnhandledExceptionPolicy unhandled_exception_policy;
void _domain_assemblies_cleanup(uint32_t p_domain_id);
bool _are_api_assemblies_out_of_sync();
bool _load_corlib_assembly();
bool _load_core_api_assembly();
#ifdef TOOLS_ENABLED
bool _load_editor_api_assembly();
bool _load_tools_assemblies();
#endif
bool _load_project_assembly();
bool _try_load_api_assemblies();
void _load_api_assemblies();
void _install_trace_listener();
void _register_internal_calls();
Error _load_scripts_domain();
Error _unload_scripts_domain();
uint64_t api_core_hash;
#ifdef TOOLS_ENABLED
uint64_t api_editor_hash;
#endif
void _initialize_and_check_api_hashes();
GDMonoLog *gdmono_log;
#if defined(WINDOWS_ENABLED) && defined(TOOLS_ENABLED)
MonoRegInfo mono_reg_info;
#endif
void add_mono_shared_libs_dir_to_path();
protected:
static GDMono *singleton;
public:
uint64_t get_api_core_hash() {
if (api_core_hash == 0)
api_core_hash = ClassDB::get_api_hash(ClassDB::API_CORE);
return api_core_hash;
}
#ifdef TOOLS_ENABLED
uint64_t get_api_editor_hash() {
if (api_editor_hash == 0)
api_editor_hash = ClassDB::get_api_hash(ClassDB::API_EDITOR);
return api_editor_hash;
}
#endif
#ifdef TOOLS_ENABLED
bool copy_prebuilt_api_assembly(APIAssembly::Type p_api_type, const String &p_config);
String update_api_assemblies_from_prebuilt();
#endif
static GDMono *get_singleton() { return singleton; }
GD_NORETURN static void unhandled_exception_hook(MonoObject *p_exc, void *p_user_data);
UnhandledExceptionPolicy get_unhandled_exception_policy() const { return unhandled_exception_policy; }
// Do not use these, unless you know what you're doing
void add_assembly(uint32_t p_domain_id, GDMonoAssembly *p_assembly);
GDMonoAssembly **get_loaded_assembly(const String &p_name);
_FORCE_INLINE_ bool is_runtime_initialized() const { return runtime_initialized && !mono_runtime_is_shutting_down() /* stays true after shutdown finished */; }
_FORCE_INLINE_ bool is_finalizing_scripts_domain() { return finalizing_scripts_domain; }
_FORCE_INLINE_ MonoDomain *get_scripts_domain() { return scripts_domain; }
_FORCE_INLINE_ GDMonoAssembly *get_corlib_assembly() const { return corlib_assembly; }
_FORCE_INLINE_ GDMonoAssembly *get_core_api_assembly() const { return core_api_assembly; }
_FORCE_INLINE_ GDMonoAssembly *get_project_assembly() const { return project_assembly; }
#ifdef TOOLS_ENABLED
_FORCE_INLINE_ GDMonoAssembly *get_editor_api_assembly() const { return editor_api_assembly; }
_FORCE_INLINE_ GDMonoAssembly *get_tools_assembly() const { return tools_assembly; }
_FORCE_INLINE_ GDMonoAssembly *get_tools_project_editor_assembly() const { return tools_project_editor_assembly; }
#endif
#if defined(WINDOWS_ENABLED) && defined(TOOLS_ENABLED)
const MonoRegInfo &get_mono_reg_info() { return mono_reg_info; }
#endif
GDMonoClass *get_class(MonoClass *p_raw_class);
GDMonoClass *get_class(const StringName &p_namespace, const StringName &p_name);
#ifdef GD_MONO_HOT_RELOAD
Error reload_scripts_domain();
#endif
bool load_assembly(const String &p_name, GDMonoAssembly **r_assembly, bool p_refonly = false);
bool load_assembly(const String &p_name, MonoAssemblyName *p_aname, GDMonoAssembly **r_assembly, bool p_refonly = false);
bool load_assembly_from(const String &p_name, const String &p_path, GDMonoAssembly **r_assembly, bool p_refonly = false);
Error finalize_and_unload_domain(MonoDomain *p_domain);
void initialize();
void initialize_load_assemblies();
GDMono();
~GDMono();
};
namespace gdmono {
class ScopeDomain {
MonoDomain *prev_domain;
public:
ScopeDomain(MonoDomain *p_domain) {
MonoDomain *prev_domain = mono_domain_get();
if (prev_domain != p_domain) {
this->prev_domain = prev_domain;
mono_domain_set(p_domain, false);
} else {
this->prev_domain = NULL;
}
}
~ScopeDomain() {
if (prev_domain)
mono_domain_set(prev_domain, false);
}
};
class ScopeExitDomainUnload {
MonoDomain *domain;
public:
ScopeExitDomainUnload(MonoDomain *p_domain) :
domain(p_domain) {
}
~ScopeExitDomainUnload() {
if (domain)
GDMono::get_singleton()->finalize_and_unload_domain(domain);
}
};
} // namespace gdmono
#define _GDMONO_SCOPE_DOMAIN_(m_mono_domain) \
gdmono::ScopeDomain __gdmono__scope__domain__(m_mono_domain); \
(void)__gdmono__scope__domain__;
#define _GDMONO_SCOPE_EXIT_DOMAIN_UNLOAD_(m_mono_domain) \
gdmono::ScopeExitDomainUnload __gdmono__scope__exit__domain__unload__(m_mono_domain); \
(void)__gdmono__scope__exit__domain__unload__;
class _GodotSharp : public Object {
GDCLASS(_GodotSharp, Object);
friend class GDMono;
bool _is_domain_finalizing_for_unload(int32_t p_domain_id);
List<NodePath *> np_delete_queue;
List<RID *> rid_delete_queue;
void _reload_assemblies(bool p_soft_reload);
protected:
static _GodotSharp *singleton;
static void _bind_methods();
public:
static _GodotSharp *get_singleton() { return singleton; }
void attach_thread();
void detach_thread();
int32_t get_domain_id();
int32_t get_scripts_domain_id();
bool is_scripts_domain_loaded();
bool is_domain_finalizing_for_unload();
bool is_domain_finalizing_for_unload(int32_t p_domain_id);
bool is_domain_finalizing_for_unload(MonoDomain *p_domain);
bool is_runtime_shutting_down();
bool is_runtime_initialized();
_GodotSharp();
~_GodotSharp();
};
#endif // GD_MONO_H