diff options
author | Ignacio Roldán Etcheverry <ignalfonsore@gmail.com> | 2022-02-27 21:57:52 +0100 |
---|---|---|
committer | Ignacio Roldán Etcheverry <ignalfonsore@gmail.com> | 2022-08-22 03:36:51 +0200 |
commit | 4b90d162502d65f20a89331898cd8a0b3eea8fe2 (patch) | |
tree | 3e1efc5a5638676aabe32e67f3ed342a8dbe808a /modules/mono/glue/GodotSharp/GodotPlugins | |
parent | 18f805b3aad2be838a7396f18d4ebd99182b6935 (diff) |
C#: Initial NativeAOT support
This commit adds initial support for games exported as NativeAOT shared
libraries.
At this moment, the NativeAOT runtime is experimental. Additionally,
Godot is not trim-safe as it still makes some use of reflection.
For the time being, a rd.xml file is needed to prevent code triming:
```
<Directives xmlns="http://schemas.microsoft.com/netfx/2013/01/metadata">
<Application>
<Assembly Name="GodotSharp" Dynamic="Required All" />
<Assembly Name="GAME_ASSEMBLY" Dynamic="Required All" />
</Application>
</Directives>
```
These are the csproj changes for publishing:
```
<PropertyGroup>
<NativeLib>Shared</NativeLib>
</PropertyGroup>
<ItemGroup>
<RdXmlFile Include="rd.xml" />
<PackageReference Include="Microsoft.DotNet.ILCompiler" Version="7.0.0-*" />
</ItemGroup>
```
More info:
- https://github.com/dotnet/runtimelab/blob/feature/NativeAOT/docs/using-nativeaot/compiling.md
- https://github.com/dotnet/runtimelab/tree/feature/NativeAOT/samples/NativeLibrary
- https://github.com/dotnet/runtimelab/blob/feature/NativeAOT/docs/using-nativeaot/rd-xml-format.md
Diffstat (limited to 'modules/mono/glue/GodotSharp/GodotPlugins')
-rw-r--r-- | modules/mono/glue/GodotSharp/GodotPlugins/Main.cs | 12 |
1 files changed, 8 insertions, 4 deletions
diff --git a/modules/mono/glue/GodotSharp/GodotPlugins/Main.cs b/modules/mono/glue/GodotSharp/GodotPlugins/Main.cs index 0cb9e57530..2a2e147eaa 100644 --- a/modules/mono/glue/GodotSharp/GodotPlugins/Main.cs +++ b/modules/mono/glue/GodotSharp/GodotPlugins/Main.cs @@ -20,22 +20,26 @@ namespace GodotPlugins AssemblyLoadContext.GetLoadContext(Assembly.GetExecutingAssembly()) ?? AssemblyLoadContext.Default; + private static DllImportResolver? _dllImportResolver; + // Right now we do it this way for simplicity as hot-reload is disabled. It will need to be changed later. [UnmanagedCallersOnly] // ReSharper disable once UnusedMember.Local - private static unsafe godot_bool InitializeFromEngine(godot_bool editorHint, + private static unsafe godot_bool InitializeFromEngine(IntPtr godotDllHandle, godot_bool editorHint, PluginsCallbacks* pluginsCallbacks, ManagedCallbacks* managedCallbacks) { try { + _dllImportResolver = new GodotDllImportResolver(godotDllHandle).OnResolveDllImport; + SharedAssemblies.Add(CoreApiAssembly.GetName()); - NativeLibrary.SetDllImportResolver(CoreApiAssembly, GodotDllImportResolver.OnResolveDllImport); + NativeLibrary.SetDllImportResolver(CoreApiAssembly, _dllImportResolver); if (editorHint.ToBool()) { _editorApiAssembly = Assembly.Load("GodotSharpEditor"); SharedAssemblies.Add(_editorApiAssembly.GetName()); - NativeLibrary.SetDllImportResolver(_editorApiAssembly, GodotDllImportResolver.OnResolveDllImport); + NativeLibrary.SetDllImportResolver(_editorApiAssembly, _dllImportResolver); } *pluginsCallbacks = new() @@ -97,7 +101,7 @@ namespace GodotPlugins var assembly = LoadPlugin(assemblyPath); - NativeLibrary.SetDllImportResolver(assembly, GodotDllImportResolver.OnResolveDllImport); + NativeLibrary.SetDllImportResolver(assembly, _dllImportResolver!); var method = assembly.GetType("GodotTools.GodotSharpEditor")? .GetMethod("InternalCreateInstance", |