summaryrefslogtreecommitdiff
path: root/modules/mono/glue/GodotSharp/GodotPlugins
diff options
context:
space:
mode:
authorIgnacio Roldán Etcheverry <ignalfonsore@gmail.com>2022-02-27 21:57:52 +0100
committerIgnacio Roldán Etcheverry <ignalfonsore@gmail.com>2022-08-22 03:36:51 +0200
commit4b90d162502d65f20a89331898cd8a0b3eea8fe2 (patch)
tree3e1efc5a5638676aabe32e67f3ed342a8dbe808a /modules/mono/glue/GodotSharp/GodotPlugins
parent18f805b3aad2be838a7396f18d4ebd99182b6935 (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.cs12
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",