diff options
Diffstat (limited to 'modules/mono/mono_gd/gd_mono.cpp')
-rw-r--r-- | modules/mono/mono_gd/gd_mono.cpp | 1469 |
1 files changed, 335 insertions, 1134 deletions
diff --git a/modules/mono/mono_gd/gd_mono.cpp b/modules/mono/mono_gd/gd_mono.cpp index d3d3bb2bef..f746d63ce5 100644 --- a/modules/mono/mono_gd/gd_mono.cpp +++ b/modules/mono/mono_gd/gd_mono.cpp @@ -30,13 +30,6 @@ #include "gd_mono.h" -#include <mono/metadata/environment.h> -#include <mono/metadata/exception.h> -#include <mono/metadata/mono-config.h> -#include <mono/metadata/mono-debug.h> -#include <mono/metadata/mono-gc.h> -#include <mono/metadata/profiler.h> - #include "core/config/project_settings.h" #include "core/debugger/engine_debugger.h" #include "core/io/dir_access.h" @@ -45,1077 +38,515 @@ #include "core/os/thread.h" #include "../csharp_script.h" +#include "../glue/runtime_interop.h" #include "../godotsharp_dirs.h" #include "../utils/path_utils.h" #include "gd_mono_cache.h" -#include "gd_mono_class.h" -#include "gd_mono_marshal.h" -#include "gd_mono_utils.h" +#ifdef TOOLS_ENABLED +#include <nethost.h> +#endif + +#include <coreclr_delegates.h> +#include <hostfxr.h> +#ifdef UNIX_ENABLED +#include <dlfcn.h> +#endif + +// TODO mobile +#if 0 #ifdef ANDROID_ENABLED -#include "android_mono_config.h" #include "support/android_support.h" #elif defined(IOS_ENABLED) #include "support/ios_support.h" #endif - -#if defined(TOOL_ENABLED) && defined(GD_MONO_SINGLE_APPDOMAIN) -// This will no longer be the case if we replace appdomains with AssemblyLoadContext -#error "Editor build requires support for multiple appdomains" -#endif - -#if defined(GD_MONO_HOT_RELOAD) && defined(GD_MONO_SINGLE_APPDOMAIN) -#error "Hot reloading requires multiple appdomains" #endif -// TODO: -// This has turned into a gigantic mess. There's too much going on here. Too much #ifdef as well. -// It's just painful to read... It needs to be re-structured. Please, clean this up, future me. - GDMono *GDMono::singleton = nullptr; namespace { - -#if defined(JAVASCRIPT_ENABLED) -extern "C" { -void mono_wasm_load_runtime(const char *managed_path, int enable_debugging); -} -#endif - -#if !defined(JAVASCRIPT_ENABLED) - -void gd_mono_setup_runtime_main_args() { - CharString execpath = OS::get_singleton()->get_executable_path().utf8(); - - List<String> cmdline_args = OS::get_singleton()->get_cmdline_args(); - - List<CharString> cmdline_args_utf8; - Vector<char *> main_args; - main_args.resize(cmdline_args.size() + 1); - - main_args.write[0] = execpath.ptrw(); - - int i = 1; - for (const String &E : cmdline_args) { - CharString &stored = cmdline_args_utf8.push_back(E.utf8())->get(); - main_args.write[i] = stored.ptrw(); - i++; - } - - mono_runtime_set_main_args(main_args.size(), main_args.ptrw()); -} - -void gd_mono_profiler_init() { - String profiler_args = GLOBAL_DEF("mono/profiler/args", "log:calls,alloc,sample,output=output.mlpd"); - bool profiler_enabled = GLOBAL_DEF("mono/profiler/enabled", false); - if (profiler_enabled) { - mono_profiler_load(profiler_args.utf8()); - return; - } - - const String env_var_name = "MONO_ENV_OPTIONS"; - if (OS::get_singleton()->has_environment(env_var_name)) { - const String mono_env_ops = OS::get_singleton()->get_environment(env_var_name); - // Usually MONO_ENV_OPTIONS looks like: --profile=jb:prof=timeline,ctl=remote,host=127.0.0.1:55467 - const String prefix = "--profile="; - if (mono_env_ops.begins_with(prefix)) { - const String ops = mono_env_ops.substr(prefix.length(), mono_env_ops.length()); - mono_profiler_load(ops.utf8()); - } - } -} - -void gd_mono_debug_init() { - CharString da_args = OS::get_singleton()->get_environment("GODOT_MONO_DEBUGGER_AGENT").utf8(); - - if (da_args.length()) { - OS::get_singleton()->set_environment("GODOT_MONO_DEBUGGER_AGENT", String()); - } - -#ifdef TOOLS_ENABLED - int da_port = GLOBAL_DEF("mono/debugger_agent/port", 23685); - bool da_suspend = GLOBAL_DEF("mono/debugger_agent/wait_for_debugger", false); - int da_timeout = GLOBAL_DEF("mono/debugger_agent/wait_timeout", 3000); - - if (Engine::get_singleton()->is_editor_hint() || - ProjectSettings::get_singleton()->get_resource_path().is_empty() || - Engine::get_singleton()->is_project_manager_hint()) { - if (da_args.size() == 0) { - return; - } - } - - if (da_args.length() == 0) { - da_args = String("--debugger-agent=transport=dt_socket,address=127.0.0.1:" + itos(da_port) + - ",embedding=1,server=y,suspend=" + (da_suspend ? "y,timeout=" + itos(da_timeout) : "n")) - .utf8(); - } +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; + +#ifdef _WIN32 +static_assert(sizeof(char_t) == sizeof(char16_t)); +using HostFxrCharString = Char16String; +#define HOSTFXR_STR(m_str) L##m_str #else - if (da_args.length() == 0) { - return; // Exported games don't use the project settings to setup the debugger agent - } +static_assert(sizeof(char_t) == sizeof(char)); +using HostFxrCharString = CharString; +#define HOSTFXR_STR(m_str) m_str #endif - // Debugging enabled - - mono_debug_init(MONO_DEBUG_FORMAT_MONO); - - // --debugger-agent=help - const char *options[] = { - "--soft-breakpoints", - da_args.get_data() - }; - mono_jit_parse_options(2, (char **)options); -} - -#endif // !defined(JAVASCRIPT_ENABLED) - -#if defined(JAVASCRIPT_ENABLED) -MonoDomain *gd_initialize_mono_runtime() { - const char *vfs_prefix = "managed"; - int enable_debugging = 0; - - // TODO: Provide a way to enable debugging on WASM release builds. -#ifdef DEBUG_ENABLED - enable_debugging = 1; +HostFxrCharString str_to_hostfxr(const String &p_str) { +#ifdef _WIN32 + return p_str.utf16(); +#else + return p_str.utf8(); #endif - - mono_wasm_load_runtime(vfs_prefix, enable_debugging); - - return mono_get_root_domain(); } -#else -MonoDomain *gd_initialize_mono_runtime() { - gd_mono_debug_init(); -#if defined(IOS_ENABLED) || defined(ANDROID_ENABLED) - // I don't know whether this actually matters or not - const char *runtime_version = "mobile"; +#ifdef TOOLS_ENABLED +String str_from_hostfxr(const char_t *p_buffer) { +#ifdef _WIN32 + return String::utf16((const char16_t *)p_buffer); #else - const char *runtime_version = "v4.0.30319"; + return String::utf8((const char *)p_buffer); #endif - - return mono_jit_init_version("GodotEngine.RootDomain", runtime_version); } #endif -} // namespace - -void GDMono::add_mono_shared_libs_dir_to_path() { - // TODO: Replace this with a mono_dl_fallback - - // By default Mono seems to search shared libraries in the following directories: - // Current working directory, @executable_path@ and PATH - // The parent directory of the image file (assembly where the dllimport method is declared) - // @executable_path@/../lib - // @executable_path@/../Libraries (__MACH__ only) - // This does not work when embedding Mono unless we use the same directory structure. - // To fix this we append the directory containing our shared libraries to PATH. - -#if defined(WINDOWS_ENABLED) || defined(UNIX_ENABLED) - String path_var("PATH"); - String path_value = OS::get_singleton()->get_environment(path_var); - -#ifdef WINDOWS_ENABLED - path_value += ';'; +const char_t *get_data(const HostFxrCharString &p_char_str) { + return (const char_t *)p_char_str.get_data(); +} - String bundled_bin_dir = GodotSharpDirs::get_data_mono_bin_dir(); #ifdef TOOLS_ENABLED - if (DirAccess::exists(bundled_bin_dir)) { - path_value += bundled_bin_dir; - } else { - path_value += mono_reg_info.bin_dir; - } -#else - if (DirAccess::exists(bundled_bin_dir)) { - path_value += bundled_bin_dir; - } -#endif // TOOLS_ENABLED +String find_hostfxr(size_t p_known_buffet_size, get_hostfxr_parameters *p_get_hostfxr_params) { + // Pre-allocate a large buffer for the path to hostfxr + Vector<char_t> buffer; + buffer.resize(p_known_buffet_size); -#else - path_value += ':'; + int rc = get_hostfxr_path(buffer.ptrw(), &p_known_buffet_size, p_get_hostfxr_params); - String bundled_lib_dir = GodotSharpDirs::get_data_mono_lib_dir(); - if (DirAccess::exists(bundled_lib_dir)) { - path_value += bundled_lib_dir; - } else { - // TODO: Do we need to add the lib dir when using the system installed Mono on Unix platforms? - } -#endif // WINDOWS_ENABLED + ERR_FAIL_COND_V_MSG(rc != 0, String(), "get_hostfxr_path failed with code: " + itos(rc)); - OS::get_singleton()->set_environment(path_var, path_value); -#endif // WINDOWS_ENABLED || UNIX_ENABLED + return str_from_hostfxr(buffer.ptr()); } +#endif -void GDMono::determine_mono_dirs(String &r_assembly_rootdir, String &r_config_dir) { - String bundled_assembly_rootdir = GodotSharpDirs::get_data_mono_lib_dir(); - String bundled_config_dir = GodotSharpDirs::get_data_mono_etc_dir(); - +String find_hostfxr() { #ifdef TOOLS_ENABLED - -#if defined(WINDOWS_ENABLED) - mono_reg_info = MonoRegUtils::find_mono(); - - if (mono_reg_info.assembly_dir.length() && DirAccess::exists(mono_reg_info.assembly_dir)) { - r_assembly_rootdir = mono_reg_info.assembly_dir; - } - - if (mono_reg_info.config_dir.length() && DirAccess::exists(mono_reg_info.config_dir)) { - r_config_dir = mono_reg_info.config_dir; - } -#elif defined(MACOS_ENABLED) - const char *c_assembly_rootdir = mono_assembly_getrootdir(); - const char *c_config_dir = mono_get_config_dir(); - - if (!c_assembly_rootdir || !c_config_dir || !DirAccess::exists(c_assembly_rootdir) || !DirAccess::exists(c_config_dir)) { - Vector<const char *> locations; - locations.push_back("/Library/Frameworks/Mono.framework/Versions/Current/"); - locations.push_back("/usr/local/var/homebrew/linked/mono/"); - - for (int i = 0; i < locations.size(); i++) { - String hint_assembly_rootdir = path::join(locations[i], "lib"); - String hint_mscorlib_path = path::join(hint_assembly_rootdir, "mono", "4.5", "mscorlib.dll"); - String hint_config_dir = path::join(locations[i], "etc"); - - if (FileAccess::exists(hint_mscorlib_path) && DirAccess::exists(hint_config_dir)) { - r_assembly_rootdir = hint_assembly_rootdir; - r_config_dir = hint_config_dir; - break; + const int CoreHostLibMissingFailure = 0x80008083; + const int HostApiBufferTooSmall = 0x80008098; + + size_t buffer_size = 0; + int rc = get_hostfxr_path(nullptr, &buffer_size, nullptr); + + if (rc == HostApiBufferTooSmall) { + return find_hostfxr(buffer_size, nullptr); + } + + if (rc == CoreHostLibMissingFailure) { + // Apparently `get_hostfxr_path` doesn't look for dotnet in `PATH`? (I suppose it needs the + // `DOTNET_ROOT` environment variable). If it fails, we try to find the dotnet executable + // in `PATH` ourselves 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. + + HostFxrCharString dotnet_root = str_to_hostfxr(dotnet_exe.get_base_dir()); + + get_hostfxr_parameters get_hostfxr_parameters = { + sizeof(get_hostfxr_parameters), + nullptr, + get_data(dotnet_root) + }; + + buffer_size = 0; + rc = get_hostfxr_path(nullptr, &buffer_size, &get_hostfxr_parameters); + if (rc == HostApiBufferTooSmall) { + return find_hostfxr(buffer_size, &get_hostfxr_parameters); } } } -#endif - if (DirAccess::exists(bundled_assembly_rootdir)) { - r_assembly_rootdir = bundled_assembly_rootdir; + if (rc == CoreHostLibMissingFailure) { + 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."); } - if (DirAccess::exists(bundled_config_dir)) { - r_config_dir = bundled_config_dir; - } - -#ifdef WINDOWS_ENABLED - if (r_assembly_rootdir.is_empty() || r_config_dir.is_empty()) { - ERR_PRINT("Cannot find Mono in the registry."); - // Assertion: if they are not set, then they weren't found in the registry - CRASH_COND(mono_reg_info.assembly_dir.length() > 0 || mono_reg_info.config_dir.length() > 0); - } -#endif // WINDOWS_ENABLED - + return String(); #else - // Export templates always use the bundled directories - r_assembly_rootdir = bundled_assembly_rootdir; - r_config_dir = bundled_config_dir; -#endif -} - -void GDMono::initialize() { - ERR_FAIL_NULL(Engine::get_singleton()); - - print_verbose("Mono: Initializing module..."); - - char *runtime_build_info = mono_get_runtime_build_info(); - print_verbose("Mono JIT compiler version " + String(runtime_build_info)); - mono_free(runtime_build_info); - - _init_godot_api_hashes(); - _init_exception_policy(); - - GDMonoLog::get_singleton()->initialize(); - -#if !defined(JAVASCRIPT_ENABLED) - String assembly_rootdir; - String config_dir; - determine_mono_dirs(assembly_rootdir, config_dir); - - // Leak if we call mono_set_dirs more than once - mono_set_dirs(assembly_rootdir.length() ? assembly_rootdir.utf8().get_data() : nullptr, - config_dir.length() ? config_dir.utf8().get_data() : nullptr); - add_mono_shared_libs_dir_to_path(); -#endif - -#ifdef ANDROID_ENABLED - mono_config_parse_memory(get_godot_android_mono_config().utf8().get_data()); +#if defined(WINDOWS_ENABLED) + String probe_path = GodotSharpDirs::get_api_assemblies_dir() + .plus_file("hostfxr.dll"); +#elif defined(MACOS_ENABLED) + String probe_path = GodotSharpDirs::get_api_assemblies_dir() + .plus_file("libhostfxr.dylib"); +#elif defined(UNIX_ENABLED) + String probe_path = GodotSharpDirs::get_api_assemblies_dir() + .plus_file("libhostfxr.so"); #else - mono_config_parse(nullptr); +#error "Platform not supported (yet?)" #endif -#if defined(ANDROID_ENABLED) - gdmono::android::support::initialize(); -#elif defined(IOS_ENABLED) - gdmono::ios::support::initialize(); -#endif + if (FileAccess::exists(probe_path)) { + return probe_path; + } - GDMonoAssembly::initialize(); + return String(); -#if !defined(JAVASCRIPT_ENABLED) - gd_mono_profiler_init(); #endif +} - mono_install_unhandled_exception_hook(&unhandled_exception_hook, nullptr); - -#ifndef TOOLS_ENABLED - // Exported games that don't use C# must still work. They likely don't ship with mscorlib. - // We only initialize the Mono runtime if we can find mscorlib. Otherwise it would crash. - if (GDMonoAssembly::find_assembly("mscorlib.dll").is_empty()) { - print_verbose("Mono: Skipping runtime initialization because 'mscorlib.dll' could not be found"); - return; - } -#endif +bool load_hostfxr(void *&r_hostfxr_dll_handle) { + String hostfxr_path = find_hostfxr(); -#if !defined(NO_MONO_THREADS_SUSPEND_WORKAROUND) - // FIXME: Temporary workaround. See: https://github.com/godotengine/godot/issues/29812 - if (!OS::get_singleton()->has_environment("MONO_THREADS_SUSPEND")) { - OS::get_singleton()->set_environment("MONO_THREADS_SUSPEND", "preemptive"); + if (hostfxr_path.is_empty()) { + return false; } -#endif - // NOTE: Internal calls must be registered after the Mono runtime initialization. - // Otherwise registration fails with the error: 'assertion 'hash != nullptr' failed'. + print_verbose("Found hostfxr: " + hostfxr_path); - root_domain = gd_initialize_mono_runtime(); - ERR_FAIL_NULL_MSG(root_domain, "Mono: Failed to initialize runtime."); + Error err = OS::get_singleton()->open_dynamic_library(hostfxr_path, r_hostfxr_dll_handle); - GDMonoUtils::set_main_thread(GDMonoUtils::get_current_thread()); - -#if !defined(JAVASCRIPT_ENABLED) - gd_mono_setup_runtime_main_args(); // Required for System.Environment.GetCommandLineArgs -#endif + if (err != OK) { + return false; + } - runtime_initialized = true; + void *lib = r_hostfxr_dll_handle; - print_verbose("Mono: Runtime initialized"); + void *symbol = nullptr; -#if defined(ANDROID_ENABLED) - gdmono::android::support::register_internal_calls(); -#endif + 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; - // mscorlib assembly MUST be present at initialization - bool corlib_loaded = _load_corlib_assembly(); - ERR_FAIL_COND_MSG(!corlib_loaded, "Mono: Failed to load mscorlib assembly."); + 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; -#ifndef GD_MONO_SINGLE_APPDOMAIN - Error domain_load_err = _load_scripts_domain(); - ERR_FAIL_COND_MSG(domain_load_err != OK, "Mono: Failed to load scripts domain."); -#else - scripts_domain = root_domain; -#endif + 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; - _register_internal_calls(); + 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; - print_verbose("Mono: INITIALIZED"); + return (hostfxr_initialize_for_runtime_config && + hostfxr_get_runtime_delegate && + hostfxr_close); } -void GDMono::initialize_load_assemblies() { -#ifndef MONO_GLUE_ENABLED - CRASH_NOW_MSG("Mono: This binary was built with 'mono_glue=no'; cannot load assemblies."); -#endif - - // Load assemblies. The API and tools assemblies are required, - // the application is aborted if these assemblies cannot be loaded. - - _load_api_assemblies(); - -#if defined(TOOLS_ENABLED) - bool tool_assemblies_loaded = _load_tools_assemblies(); - CRASH_COND_MSG(!tool_assemblies_loaded, "Mono: Failed to load '" TOOLS_ASM_NAME "' assemblies."); - - if (Engine::get_singleton()->is_project_manager_hint()) { - return; - } -#endif - - // 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("Mono: Failed to load project assembly"); - } - } -} - -bool GDMono::_are_api_assemblies_out_of_sync() { - bool out_of_sync = core_api_assembly.assembly && (core_api_assembly.out_of_sync || !GDMonoCache::cached_data.godot_api_cache_updated); #ifdef TOOLS_ENABLED - if (!out_of_sync) { - out_of_sync = editor_api_assembly.assembly && editor_api_assembly.out_of_sync; +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)); } -#endif - return out_of_sync; -} -namespace GodotSharpBindings { -#ifdef MONO_GLUE_ENABLED + void *load_assembly_and_get_function_pointer = nullptr; -uint64_t get_core_api_hash(); -#ifdef TOOLS_ENABLED -uint64_t get_editor_api_hash(); -#endif -uint32_t get_bindings_version(); -uint32_t get_cs_glue_version(); - -void register_generated_icalls(); + 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)); + } -#else + hostfxr_close(cxt); -uint64_t get_core_api_hash() { - GD_UNREACHABLE(); -} -#ifdef TOOLS_ENABLED -uint64_t get_editor_api_hash() { - GD_UNREACHABLE(); -} -#endif -uint32_t get_bindings_version() { - GD_UNREACHABLE(); -} - -uint32_t get_cs_glue_version() { - GD_UNREACHABLE(); + 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; -void register_generated_icalls() { - /* Fine, just do nothing */ -} + List<String> cmdline_args = OS::get_singleton()->get_cmdline_args(); -#endif // MONO_GLUE_ENABLED -} // namespace GodotSharpBindings + List<HostFxrCharString> argv_store; + Vector<const char_t *> argv; + argv.resize(cmdline_args.size() + 1); -void GDMono::_register_internal_calls() { - GodotSharpBindings::register_generated_icalls(); -} + argv.write[0] = p_main_assembly_path; -void GDMono::_init_godot_api_hashes() { -#if defined(MONO_GLUE_ENABLED) && defined(DEBUG_METHODS_ENABLED) - if (get_api_core_hash() != GodotSharpBindings::get_core_api_hash()) { - ERR_PRINT("Mono: Core API hash mismatch."); + int i = 1; + for (const String &E : cmdline_args) { + HostFxrCharString &stored = argv_store.push_back(str_to_hostfxr(E))->get(); + argv.write[i] = stored.ptr(); + i++; } -#ifdef TOOLS_ENABLED - if (get_api_editor_hash() != GodotSharpBindings::get_editor_api_hash()) { - ERR_PRINT("Mono: Editor API hash mismatch."); + 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)); } -#endif // TOOLS_ENABLED -#endif // MONO_GLUE_ENABLED && DEBUG_METHODS_ENABLED -} -void GDMono::_init_exception_policy() { - PropertyInfo exc_policy_prop = PropertyInfo(Variant::INT, "mono/runtime/unhandled_exception_policy", PROPERTY_HINT_ENUM, - vformat("Terminate Application:%s,Log Error:%s", (int)POLICY_TERMINATE_APP, (int)POLICY_LOG_ERROR)); - unhandled_exception_policy = (UnhandledExceptionPolicy)(int)GLOBAL_DEF(exc_policy_prop.name, (int)POLICY_TERMINATE_APP); - ProjectSettings::get_singleton()->set_custom_property_info(exc_policy_prop.name, exc_policy_prop); + void *load_assembly_and_get_function_pointer = nullptr; - if (Engine::get_singleton()->is_editor_hint()) { - // Unhandled exceptions should not terminate the editor - unhandled_exception_policy = POLICY_LOG_ERROR; + 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)); } -} - -void GDMono::add_assembly(int32_t p_domain_id, GDMonoAssembly *p_assembly) { - assemblies[p_domain_id][p_assembly->get_name()] = p_assembly; -} -GDMonoAssembly *GDMono::get_loaded_assembly(const String &p_name) { - if (p_name == "mscorlib" && corlib_assembly) { - return corlib_assembly; - } + hostfxr_close(cxt); - MonoDomain *domain = mono_domain_get(); - int32_t domain_id = domain ? mono_domain_get_id(domain) : 0; - GDMonoAssembly **result = assemblies[domain_id].getptr(p_name); - return result ? *result : nullptr; + return (load_assembly_and_get_function_pointer_fn)load_assembly_and_get_function_pointer; } - -bool GDMono::load_assembly(const String &p_name, GDMonoAssembly **r_assembly, bool p_refonly) { -#ifdef DEBUG_ENABLED - CRASH_COND(!r_assembly); #endif - MonoAssemblyName *aname = mono_assembly_name_new(p_name.utf8()); - bool result = load_assembly(p_name, aname, r_assembly, p_refonly); - mono_assembly_name_free(aname); - mono_free(aname); - - return result; -} - -bool GDMono::load_assembly(const String &p_name, MonoAssemblyName *p_aname, GDMonoAssembly **r_assembly, bool p_refonly) { -#ifdef DEBUG_ENABLED - CRASH_COND(!r_assembly); +#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 - return load_assembly(p_name, p_aname, r_assembly, p_refonly, GDMonoAssembly::get_default_search_dirs()); -} +#ifdef TOOLS_ENABLED +godot_plugins_initialize_fn initialize_hostfxr_and_godot_plugins(bool &r_runtime_initialized) { + godot_plugins_initialize_fn godot_plugins_initialize = nullptr; -bool GDMono::load_assembly(const String &p_name, MonoAssemblyName *p_aname, GDMonoAssembly **r_assembly, bool p_refonly, const Vector<String> &p_search_dirs) { -#ifdef DEBUG_ENABLED - CRASH_COND(!r_assembly); -#endif + HostFxrCharString godot_plugins_path = str_to_hostfxr( + GodotSharpDirs::get_api_assemblies_dir().plus_file("GodotPlugins.dll")); - print_verbose("Mono: Loading assembly " + p_name + (p_refonly ? " (refonly)" : "") + "..."); + HostFxrCharString config_path = str_to_hostfxr( + GodotSharpDirs::get_api_assemblies_dir().plus_file("GodotPlugins.runtimeconfig.json")); - GDMonoAssembly *assembly = GDMonoAssembly::load(p_name, p_aname, p_refonly, p_search_dirs); + load_assembly_and_get_function_pointer_fn load_assembly_and_get_function_pointer = + initialize_hostfxr_for_config(get_data(config_path)); + ERR_FAIL_NULL_V(load_assembly_and_get_function_pointer, nullptr); - if (!assembly) { - return false; - } + r_runtime_initialized = true; - *r_assembly = assembly; + print_verbose(".NET: hostfxr initialized"); - print_verbose("Mono: Assembly " + p_name + (p_refonly ? " (refonly)" : "") + " loaded from path: " + (*r_assembly)->get_path()); + 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 true; + return godot_plugins_initialize; } +#else +static String get_assembly_name() { + String assembly_name = ProjectSettings::get_singleton()->get_setting("dotnet/project/assembly_name"); -bool GDMono::load_assembly_from(const String &p_name, const String &p_path, GDMonoAssembly **r_assembly, bool p_refonly) { - CRASH_COND(!r_assembly); - - print_verbose("Mono: Loading assembly " + p_name + (p_refonly ? " (refonly)" : "") + "..."); - - GDMonoAssembly *assembly = GDMonoAssembly::load_from(p_name, p_path, p_refonly); - - if (!assembly) { - return false; + if (assembly_name.is_empty()) { + assembly_name = ProjectSettings::get_singleton()->get_safe_project_name(); } - *r_assembly = assembly; - - print_verbose("Mono: Assembly " + p_name + (p_refonly ? " (refonly)" : "") + " loaded from path: " + (*r_assembly)->get_path()); - - return true; + return assembly_name; } -ApiAssemblyInfo::Version ApiAssemblyInfo::Version::get_from_loaded_assembly(GDMonoAssembly *p_api_assembly, ApiAssemblyInfo::Type p_api_type) { - ApiAssemblyInfo::Version api_assembly_version; +godot_plugins_initialize_fn initialize_hostfxr_and_godot_plugins(bool &r_runtime_initialized) { + godot_plugins_initialize_fn godot_plugins_initialize = nullptr; - const char *nativecalls_name = p_api_type == ApiAssemblyInfo::API_CORE - ? BINDINGS_CLASS_NATIVECALLS - : BINDINGS_CLASS_NATIVECALLS_EDITOR; + String assembly_name = get_assembly_name(); - GDMonoClass *nativecalls_klass = p_api_assembly->get_class(BINDINGS_NAMESPACE, nativecalls_name); + HostFxrCharString assembly_path = str_to_hostfxr(GodotSharpDirs::get_api_assemblies_dir() + .plus_file(assembly_name + ".dll")); - if (nativecalls_klass) { - GDMonoField *api_hash_field = nativecalls_klass->get_field("godot_api_hash"); - if (api_hash_field) { - api_assembly_version.godot_api_hash = GDMonoMarshal::unbox<uint64_t>(api_hash_field->get_value(nullptr)); - } + 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); - GDMonoField *binds_ver_field = nativecalls_klass->get_field("bindings_version"); - if (binds_ver_field) { - api_assembly_version.bindings_version = GDMonoMarshal::unbox<uint32_t>(binds_ver_field->get_value(nullptr)); - } + r_runtime_initialized = true; - GDMonoField *cs_glue_ver_field = nativecalls_klass->get_field("cs_glue_version"); - if (cs_glue_ver_field) { - api_assembly_version.cs_glue_version = GDMonoMarshal::unbox<uint32_t>(cs_glue_ver_field->get_value(nullptr)); - } - } + print_verbose(".NET: hostfxr initialized"); - return api_assembly_version; -} + int rc = load_assembly_and_get_function_pointer(get_data(assembly_path), + 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"); -String ApiAssemblyInfo::to_string(ApiAssemblyInfo::Type p_type) { - return p_type == ApiAssemblyInfo::API_CORE ? "API_CORE" : "API_EDITOR"; + return godot_plugins_initialize; } -bool GDMono::_load_corlib_assembly() { - if (corlib_assembly) { - return true; - } - - bool success = load_assembly("mscorlib", &corlib_assembly); - - if (success) { - GDMonoCache::update_corlib_cache(); - } - - return success; -} +godot_plugins_initialize_fn try_load_native_aot_library(void *&r_aot_dll_handle) { + String assembly_name = get_assembly_name(); -#ifdef TOOLS_ENABLED -bool GDMono::copy_prebuilt_api_assembly(ApiAssemblyInfo::Type p_api_type, const String &p_config) { - String src_dir = GodotSharpDirs::get_data_editor_prebuilt_api_dir().plus_file(p_config); - String dst_dir = GodotSharpDirs::get_res_assemblies_base_dir().plus_file(p_config); - - String assembly_name = p_api_type == ApiAssemblyInfo::API_CORE ? CORE_API_ASSEMBLY_NAME : EDITOR_API_ASSEMBLY_NAME; +#if defined(WINDOWS_ENABLED) + String native_aot_so_path = GodotSharpDirs::get_api_assemblies_dir().plus_file(assembly_name + ".dll"); +#elif defined(MACOS_ENABLED) + String native_aot_so_path = GodotSharpDirs::get_api_assemblies_dir().plus_file(assembly_name + ".dylib"); +#elif defined(UNIX_ENABLED) + String native_aot_so_path = GodotSharpDirs::get_api_assemblies_dir().plus_file(assembly_name + ".so"); +#else +#error "Platform not supported (yet?)" +#endif - // Create destination directory if needed - if (!DirAccess::exists(dst_dir)) { - Ref<DirAccess> da = DirAccess::create_for_path(dst_dir); - Error err = da->make_dir_recursive(dst_dir); + if (FileAccess::exists(native_aot_so_path)) { + Error err = OS::get_singleton()->open_dynamic_library(native_aot_so_path, r_aot_dll_handle); if (err != OK) { - ERR_PRINT("Failed to create destination directory for the API assemblies. Error: " + itos(err) + "."); - return false; + return nullptr; } - } - Ref<DirAccess> da = DirAccess::create(DirAccess::ACCESS_FILESYSTEM); + void *lib = r_aot_dll_handle; - String xml_file = assembly_name + ".xml"; - if (da->copy(src_dir.plus_file(xml_file), dst_dir.plus_file(xml_file)) != OK) { - WARN_PRINT("Failed to copy '" + xml_file + "'."); - } + void *symbol = nullptr; - String pdb_file = assembly_name + ".pdb"; - if (da->copy(src_dir.plus_file(pdb_file), dst_dir.plus_file(pdb_file)) != OK) { - WARN_PRINT("Failed to copy '" + pdb_file + "'."); + 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; } - String assembly_file = assembly_name + ".dll"; - if (da->copy(src_dir.plus_file(assembly_file), dst_dir.plus_file(assembly_file)) != OK) { - ERR_PRINT("Failed to copy '" + assembly_file + "'."); - return false; - } - - return true; + return nullptr; } +#endif -static bool try_get_cached_api_hash_for(const String &p_api_assemblies_dir, bool &r_out_of_sync) { - String core_api_assembly_path = p_api_assemblies_dir.plus_file(CORE_API_ASSEMBLY_NAME ".dll"); - String editor_api_assembly_path = p_api_assemblies_dir.plus_file(EDITOR_API_ASSEMBLY_NAME ".dll"); - - if (!FileAccess::exists(core_api_assembly_path) || !FileAccess::exists(editor_api_assembly_path)) { - return false; - } - - String cached_api_hash_path = p_api_assemblies_dir.plus_file("api_hash_cache.cfg"); +} // namespace - if (!FileAccess::exists(cached_api_hash_path)) { +static bool _on_core_api_assembly_loaded() { + if (!GDMonoCache::godot_api_cache_updated) { return false; } - Ref<ConfigFile> cfg; - cfg.instantiate(); - Error cfg_err = cfg->load(cached_api_hash_path); - ERR_FAIL_COND_V(cfg_err != OK, false); - - // Checking the modified time is good enough - if (FileAccess::get_modified_time(core_api_assembly_path) != (uint64_t)cfg->get_value("core", "modified_time") || - FileAccess::get_modified_time(editor_api_assembly_path) != (uint64_t)cfg->get_value("editor", "modified_time")) { - return false; - } + bool debug; +#ifdef DEBUG_ENABLED + debug = true; +#else + debug = false; +#endif - r_out_of_sync = GodotSharpBindings::get_bindings_version() != (uint32_t)cfg->get_value("core", "bindings_version") || - GodotSharpBindings::get_cs_glue_version() != (uint32_t)cfg->get_value("core", "cs_glue_version") || - GodotSharpBindings::get_bindings_version() != (uint32_t)cfg->get_value("editor", "bindings_version") || - GodotSharpBindings::get_cs_glue_version() != (uint32_t)cfg->get_value("editor", "cs_glue_version") || - GodotSharpBindings::get_core_api_hash() != (uint64_t)cfg->get_value("core", "api_hash") || - GodotSharpBindings::get_editor_api_hash() != (uint64_t)cfg->get_value("editor", "api_hash"); + GDMonoCache::managed_callbacks.GD_OnCoreApiAssemblyLoaded(debug); return true; } -static void create_cached_api_hash_for(const String &p_api_assemblies_dir) { - String core_api_assembly_path = p_api_assemblies_dir.plus_file(CORE_API_ASSEMBLY_NAME ".dll"); - String editor_api_assembly_path = p_api_assemblies_dir.plus_file(EDITOR_API_ASSEMBLY_NAME ".dll"); - String cached_api_hash_path = p_api_assemblies_dir.plus_file("api_hash_cache.cfg"); - - Ref<ConfigFile> cfg; - cfg.instantiate(); - - cfg->set_value("core", "modified_time", FileAccess::get_modified_time(core_api_assembly_path)); - cfg->set_value("editor", "modified_time", FileAccess::get_modified_time(editor_api_assembly_path)); - - cfg->set_value("core", "bindings_version", GodotSharpBindings::get_bindings_version()); - cfg->set_value("core", "cs_glue_version", GodotSharpBindings::get_cs_glue_version()); - cfg->set_value("editor", "bindings_version", GodotSharpBindings::get_bindings_version()); - cfg->set_value("editor", "cs_glue_version", GodotSharpBindings::get_cs_glue_version()); - - // This assumes the prebuilt api assemblies we copied to the project are not out of sync - cfg->set_value("core", "api_hash", GodotSharpBindings::get_core_api_hash()); - cfg->set_value("editor", "api_hash", GodotSharpBindings::get_editor_api_hash()); - - Error err = cfg->save(cached_api_hash_path); - ERR_FAIL_COND(err != OK); -} - -bool GDMono::_temp_domain_load_are_assemblies_out_of_sync(const String &p_config) { - MonoDomain *temp_domain = GDMonoUtils::create_domain("GodotEngine.Domain.CheckApiAssemblies"); - ERR_FAIL_NULL_V(temp_domain, "Failed to create temporary domain to check API assemblies"); - _GDMONO_SCOPE_EXIT_DOMAIN_UNLOAD_(temp_domain); - - _GDMONO_SCOPE_DOMAIN_(temp_domain); - - GDMono::LoadedApiAssembly temp_core_api_assembly; - GDMono::LoadedApiAssembly temp_editor_api_assembly; - - if (!_try_load_api_assemblies(temp_core_api_assembly, temp_editor_api_assembly, - p_config, /* refonly: */ true, /* loaded_callback: */ nullptr)) { - return temp_core_api_assembly.out_of_sync || temp_editor_api_assembly.out_of_sync; - } - - return true; // Failed to load, assume they're outdated assemblies -} - -String GDMono::update_api_assemblies_from_prebuilt(const String &p_config, const bool *p_core_api_out_of_sync, const bool *p_editor_api_out_of_sync) { -#define FAIL_REASON(m_out_of_sync, m_prebuilt_exists) \ - ( \ - (m_out_of_sync ? String("The assembly is invalidated ") : String("The assembly was not found ")) + \ - (m_prebuilt_exists ? String("and the prebuilt assemblies are missing.") : String("and we failed to copy the prebuilt assemblies."))) +void GDMono::initialize() { + print_verbose(".NET: Initializing module..."); - String dst_assemblies_dir = GodotSharpDirs::get_res_assemblies_base_dir().plus_file(p_config); + _init_godot_api_hashes(); - String core_assembly_path = dst_assemblies_dir.plus_file(CORE_API_ASSEMBLY_NAME ".dll"); - String editor_assembly_path = dst_assemblies_dir.plus_file(EDITOR_API_ASSEMBLY_NAME ".dll"); + godot_plugins_initialize_fn godot_plugins_initialize = nullptr; - bool api_assemblies_out_of_sync = false; + if (!load_hostfxr(hostfxr_dll_handle)) { +#if !defined(TOOLS_ENABLED) + godot_plugins_initialize = try_load_native_aot_library(hostfxr_dll_handle); - if (p_core_api_out_of_sync && p_editor_api_out_of_sync) { - api_assemblies_out_of_sync = p_core_api_out_of_sync || p_editor_api_out_of_sync; - } else if (FileAccess::exists(core_assembly_path) && FileAccess::exists(editor_assembly_path)) { - // Determine if they're out of sync - if (!try_get_cached_api_hash_for(dst_assemblies_dir, api_assemblies_out_of_sync)) { - api_assemblies_out_of_sync = _temp_domain_load_are_assemblies_out_of_sync(p_config); + if (godot_plugins_initialize != nullptr) { + is_native_aot = true; + } else { + ERR_FAIL_MSG(".NET: Failed to load hostfxr"); } +#else + ERR_FAIL_MSG(".NET: Failed to load hostfxr"); +#endif } - // Note: Even if only one of the assemblies if missing or out of sync, we update both - - if (!api_assemblies_out_of_sync && FileAccess::exists(core_assembly_path) && FileAccess::exists(editor_assembly_path)) { - return String(); // No update needed - } - - print_verbose("Updating '" + p_config + "' API assemblies"); - - String prebuilt_api_dir = GodotSharpDirs::get_data_editor_prebuilt_api_dir().plus_file(p_config); - String prebuilt_core_dll_path = prebuilt_api_dir.plus_file(CORE_API_ASSEMBLY_NAME ".dll"); - String prebuilt_editor_dll_path = prebuilt_api_dir.plus_file(EDITOR_API_ASSEMBLY_NAME ".dll"); - - if (!FileAccess::exists(prebuilt_core_dll_path) || !FileAccess::exists(prebuilt_editor_dll_path)) { - return FAIL_REASON(api_assemblies_out_of_sync, /* prebuilt_exists: */ false); + if (!is_native_aot) { + godot_plugins_initialize = initialize_hostfxr_and_godot_plugins(runtime_initialized); + ERR_FAIL_NULL(godot_plugins_initialize); } - // Copy the prebuilt Api - if (!copy_prebuilt_api_assembly(ApiAssemblyInfo::API_CORE, p_config) || - !copy_prebuilt_api_assembly(ApiAssemblyInfo::API_EDITOR, p_config)) { - return FAIL_REASON(api_assemblies_out_of_sync, /* prebuilt_exists: */ true); - } + int32_t interop_funcs_size = 0; + const void **interop_funcs = godotsharp::get_runtime_interop_funcs(interop_funcs_size); - // Cache the api hash of the assemblies we just copied - create_cached_api_hash_for(dst_assemblies_dir); + GDMonoCache::ManagedCallbacks managed_callbacks{}; - return String(); // Updated successfully + void *godot_dll_handle = nullptr; -#undef FAIL_REASON -} +#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 -bool GDMono::_load_core_api_assembly(LoadedApiAssembly &r_loaded_api_assembly, const String &p_config, bool p_refonly) { - if (r_loaded_api_assembly.assembly) { - return true; - } - #ifdef TOOLS_ENABLED - // For the editor and the editor player we want to load it from a specific path to make sure we can keep it up to date - - // If running the project manager, load it from the prebuilt API directory - String assembly_dir = !Engine::get_singleton()->is_project_manager_hint() - ? GodotSharpDirs::get_res_assemblies_base_dir().plus_file(p_config) - : GodotSharpDirs::get_data_editor_prebuilt_api_dir().plus_file(p_config); - - String assembly_path = assembly_dir.plus_file(CORE_API_ASSEMBLY_NAME ".dll"); - - bool success = FileAccess::exists(assembly_path) && - load_assembly_from(CORE_API_ASSEMBLY_NAME, assembly_path, &r_loaded_api_assembly.assembly, p_refonly); + 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 success = load_assembly(CORE_API_ASSEMBLY_NAME, &r_loaded_api_assembly.assembly, p_refonly); + 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 - if (success) { - ApiAssemblyInfo::Version api_assembly_ver = ApiAssemblyInfo::Version::get_from_loaded_assembly(r_loaded_api_assembly.assembly, ApiAssemblyInfo::API_CORE); - r_loaded_api_assembly.out_of_sync = GodotSharpBindings::get_core_api_hash() != api_assembly_ver.godot_api_hash || - GodotSharpBindings::get_bindings_version() != api_assembly_ver.bindings_version || - GodotSharpBindings::get_cs_glue_version() != api_assembly_ver.cs_glue_version; - } else { - r_loaded_api_assembly.out_of_sync = false; - } + GDMonoCache::update_godot_api_cache(managed_callbacks); - return success; -} + print_verbose(".NET: GodotPlugins initialized"); -#ifdef TOOLS_ENABLED -bool GDMono::_load_editor_api_assembly(LoadedApiAssembly &r_loaded_api_assembly, const String &p_config, bool p_refonly) { - if (r_loaded_api_assembly.assembly) { - return true; - } - - // For the editor and the editor player we want to load it from a specific path to make sure we can keep it up to date - - // If running the project manager, load it from the prebuilt API directory - String assembly_dir = !Engine::get_singleton()->is_project_manager_hint() - ? GodotSharpDirs::get_res_assemblies_base_dir().plus_file(p_config) - : GodotSharpDirs::get_data_editor_prebuilt_api_dir().plus_file(p_config); - - String assembly_path = assembly_dir.plus_file(EDITOR_API_ASSEMBLY_NAME ".dll"); - - bool success = FileAccess::exists(assembly_path) && - load_assembly_from(EDITOR_API_ASSEMBLY_NAME, assembly_path, &r_loaded_api_assembly.assembly, p_refonly); - - if (success) { - ApiAssemblyInfo::Version api_assembly_ver = ApiAssemblyInfo::Version::get_from_loaded_assembly(r_loaded_api_assembly.assembly, ApiAssemblyInfo::API_EDITOR); - r_loaded_api_assembly.out_of_sync = GodotSharpBindings::get_editor_api_hash() != api_assembly_ver.godot_api_hash || - GodotSharpBindings::get_bindings_version() != api_assembly_ver.bindings_version || - GodotSharpBindings::get_cs_glue_version() != api_assembly_ver.cs_glue_version; - } else { - r_loaded_api_assembly.out_of_sync = false; - } - - return success; + _on_core_api_assembly_loaded(); } -#endif -bool GDMono::_try_load_api_assemblies(LoadedApiAssembly &r_core_api_assembly, LoadedApiAssembly &r_editor_api_assembly, - const String &p_config, bool p_refonly, CoreApiAssemblyLoadedCallback p_callback) { - if (!_load_core_api_assembly(r_core_api_assembly, p_config, p_refonly)) { - if (OS::get_singleton()->is_stdout_verbose()) { - print_error("Mono: Failed to load Core API assembly"); - } - return false; +#ifdef TOOLS_ENABLED +void GDMono::initialize_load_assemblies() { + if (Engine::get_singleton()->is_project_manager_hint()) { + return; } -#ifdef TOOLS_ENABLED - if (!_load_editor_api_assembly(r_editor_api_assembly, p_config, p_refonly)) { + // 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("Mono: Failed to load Editor API assembly"); + print_error(".NET: Failed to load project assembly"); } - return false; } - - if (r_editor_api_assembly.out_of_sync) { - return false; - } -#endif - - // Check if the core API assembly is out of sync only after trying to load the - // editor API assembly. Otherwise, if both assemblies are out of sync, we would - // only update the former as we won't know the latter also needs to be updated. - if (r_core_api_assembly.out_of_sync) { - return false; - } - - if (p_callback) { - return p_callback(); - } - - return true; } - -bool GDMono::_on_core_api_assembly_loaded() { - GDMonoCache::update_godot_api_cache(); - - if (!GDMonoCache::cached_data.godot_api_cache_updated) { - return false; - } - - get_singleton()->_install_trace_listener(); - - return true; -} - -bool GDMono::_try_load_api_assemblies_preset() { - return _try_load_api_assemblies(core_api_assembly, editor_api_assembly, - get_expected_api_build_config(), /* refonly: */ false, _on_core_api_assembly_loaded); -} - -void GDMono::_load_api_assemblies() { - bool api_assemblies_loaded = _try_load_api_assemblies_preset(); - -#if defined(TOOLS_ENABLED) && !defined(GD_MONO_SINGLE_APPDOMAIN) - if (!api_assemblies_loaded) { - // The API assemblies are out of sync or some other error happened. Fine, try one more time, but - // this time update them from the prebuilt assemblies directory before trying to load them again. - - // Shouldn't happen. The project manager loads the prebuilt API assemblies - CRASH_COND_MSG(Engine::get_singleton()->is_project_manager_hint(), "Failed to load one of the prebuilt API assemblies."); - - // 1. Unload the scripts domain - Error domain_unload_err = _unload_scripts_domain(); - CRASH_COND_MSG(domain_unload_err != OK, "Mono: Failed to unload scripts domain."); - - // 2. Update the API assemblies - String update_error = update_api_assemblies_from_prebuilt("Debug", &core_api_assembly.out_of_sync, &editor_api_assembly.out_of_sync); - CRASH_COND_MSG(!update_error.is_empty(), update_error); - - // 3. Load the scripts domain again - Error domain_load_err = _load_scripts_domain(); - CRASH_COND_MSG(domain_load_err != OK, "Mono: Failed to load scripts domain."); - - // 4. Try loading the updated assemblies - api_assemblies_loaded = _try_load_api_assemblies_preset(); - } #endif - if (!api_assemblies_loaded) { - // welp... too bad - - if (_are_api_assemblies_out_of_sync()) { - if (core_api_assembly.out_of_sync) { - ERR_PRINT("The assembly '" CORE_API_ASSEMBLY_NAME "' is out of sync."); - } else if (!GDMonoCache::cached_data.godot_api_cache_updated) { - ERR_PRINT("The loaded assembly '" CORE_API_ASSEMBLY_NAME "' is in sync, but the cache update failed."); - } +void GDMono::_init_godot_api_hashes() { +#ifdef DEBUG_METHODS_ENABLED + get_api_core_hash(); #ifdef TOOLS_ENABLED - if (editor_api_assembly.out_of_sync) { - ERR_PRINT("The assembly '" EDITOR_API_ASSEMBLY_NAME "' is out of sync."); - } -#endif - - CRASH_NOW(); - } else { - CRASH_NOW_MSG("Failed to load one of the API assemblies."); - } - } + get_api_editor_hash(); +#endif // TOOLS_ENABLED +#endif // DEBUG_METHODS_ENABLED } #ifdef TOOLS_ENABLED -bool GDMono::_load_tools_assemblies() { - if (tools_assembly && tools_project_editor_assembly) { - return true; - } - - bool success = load_assembly(TOOLS_ASM_NAME, &tools_assembly) && - load_assembly(TOOLS_PROJECT_EDITOR_ASM_NAME, &tools_project_editor_assembly); - - return success; -} -#endif - bool GDMono::_load_project_assembly() { - if (project_assembly) { - return true; - } + String assembly_name = ProjectSettings::get_singleton()->get_setting("dotnet/project/assembly_name"); - String appname = ProjectSettings::get_singleton()->get("application/config/name"); - String appname_safe = OS::get_singleton()->get_safe_dir_name(appname); - if (appname_safe.is_empty()) { - appname_safe = "UnnamedProject"; + if (assembly_name.is_empty()) { + assembly_name = ProjectSettings::get_singleton()->get_safe_project_name(); } - bool success = load_assembly(appname_safe, &project_assembly); + String assembly_path = GodotSharpDirs::get_res_temp_assemblies_dir() + .plus_file(assembly_name + ".dll"); + assembly_path = ProjectSettings::get_singleton()->globalize_path(assembly_path); + + String loaded_assembly_path; + bool success = plugin_callbacks.LoadProjectAssemblyCallback(assembly_path.utf16(), &loaded_assembly_path); if (success) { - mono_assembly_set_main(project_assembly->get_assembly()); - CSharpLanguage::get_singleton()->lookup_scripts_in_assembly(project_assembly); + project_assembly_path = loaded_assembly_path.simplify_path(); + project_assembly_modified_time = FileAccess::get_modified_time(loaded_assembly_path); } return success; } - -void GDMono::_install_trace_listener() { -#ifdef DEBUG_ENABLED - // Install the trace listener now before the project assembly is loaded - GDMonoClass *debug_utils = get_core_api_assembly()->get_class(BINDINGS_NAMESPACE, "DebuggingUtils"); - GDMonoMethod *install_func = debug_utils->get_method("InstallTraceListener"); - - MonoException *exc = nullptr; - install_func->invoke_raw(nullptr, nullptr, &exc); - if (exc) { - GDMonoUtils::debug_print_unhandled_exception(exc); - ERR_PRINT("Failed to install 'System.Diagnostics.Trace' listener."); - } -#endif -} - -#ifndef GD_MONO_SINGLE_APPDOMAIN -Error GDMono::_load_scripts_domain() { - ERR_FAIL_COND_V(scripts_domain != nullptr, ERR_BUG); - - print_verbose("Mono: Loading scripts domain..."); - - scripts_domain = GDMonoUtils::create_domain("GodotEngine.Domain.Scripts"); - - ERR_FAIL_NULL_V_MSG(scripts_domain, ERR_CANT_CREATE, "Mono: Could not create scripts app domain."); - - mono_domain_set(scripts_domain, true); - - return OK; -} - -Error GDMono::_unload_scripts_domain() { - ERR_FAIL_NULL_V(scripts_domain, ERR_BUG); - - print_verbose("Mono: Finalizing scripts domain..."); - - if (mono_domain_get() != root_domain) { - mono_domain_set(root_domain, true); - } - - finalizing_scripts_domain = true; - - if (!mono_domain_finalize(scripts_domain, 2000)) { - ERR_PRINT("Mono: Domain finalization timeout."); - } - - finalizing_scripts_domain = false; - - mono_gc_collect(mono_gc_max_generation()); - - GDMonoCache::clear_godot_api_cache(); - - _domain_assemblies_cleanup(mono_domain_get_id(scripts_domain)); - - core_api_assembly.assembly = nullptr; -#ifdef TOOLS_ENABLED - editor_api_assembly.assembly = nullptr; -#endif - - project_assembly = nullptr; -#ifdef TOOLS_ENABLED - tools_assembly = nullptr; - tools_project_editor_assembly = nullptr; -#endif - - MonoDomain *domain = scripts_domain; - scripts_domain = nullptr; - - print_verbose("Mono: Unloading scripts domain..."); - - MonoException *exc = nullptr; - mono_domain_try_unload(domain, (MonoObject **)&exc); - - if (exc) { - ERR_PRINT("Exception thrown when unloading scripts domain."); - GDMonoUtils::debug_unhandled_exception(exc); - return FAILED; - } - - return OK; -} #endif #ifdef GD_MONO_HOT_RELOAD -Error GDMono::reload_scripts_domain() { +Error GDMono::reload_project_assemblies() { ERR_FAIL_COND_V(!runtime_initialized, ERR_BUG); - if (scripts_domain) { - Error domain_unload_err = _unload_scripts_domain(); - ERR_FAIL_COND_V_MSG(domain_unload_err != OK, domain_unload_err, "Mono: Failed to unload scripts domain."); - } - - CSharpLanguage::get_singleton()->_on_scripts_domain_unloaded(); - - Error domain_load_err = _load_scripts_domain(); - ERR_FAIL_COND_V_MSG(domain_load_err != OK, domain_load_err, "Mono: Failed to load scripts domain."); + finalizing_scripts_domain = true; - // Load assemblies. The API and tools assemblies are required, - // the application is aborted if these assemblies cannot be loaded. + CSharpLanguage::get_singleton()->_on_scripts_domain_about_to_unload(); - _load_api_assemblies(); + if (!get_plugin_callbacks().UnloadProjectPluginCallback()) { + ERR_FAIL_V_MSG(Error::FAILED, ".NET: Failed to unload assemblies."); + } -#if defined(TOOLS_ENABLED) - bool tools_assemblies_loaded = _load_tools_assemblies(); - CRASH_COND_MSG(!tools_assemblies_loaded, "Mono: Failed to load '" TOOLS_ASM_NAME "' assemblies."); -#endif + 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. - // However, unlike the API and tools assemblies, the application can continue working. if (!_load_project_assembly()) { - print_error("Mono: Failed to load project assembly"); + print_error(".NET: Failed to load project assembly."); return ERR_CANT_OPEN; } @@ -1123,204 +554,38 @@ Error GDMono::reload_scripts_domain() { } #endif -#ifndef GD_MONO_SINGLE_APPDOMAIN -Error GDMono::finalize_and_unload_domain(MonoDomain *p_domain) { - CRASH_COND(p_domain == nullptr); - CRASH_COND(p_domain == GDMono::get_singleton()->get_scripts_domain()); // Should use _unload_scripts_domain() instead - - String domain_name = mono_domain_get_friendly_name(p_domain); - - print_verbose("Mono: Unloading domain '" + domain_name + "'..."); - - if (mono_domain_get() == p_domain) { - mono_domain_set(root_domain, true); - } - - if (!mono_domain_finalize(p_domain, 2000)) { - ERR_PRINT("Mono: Domain finalization timeout."); - } - - mono_gc_collect(mono_gc_max_generation()); - - _domain_assemblies_cleanup(mono_domain_get_id(p_domain)); - - MonoException *exc = nullptr; - mono_domain_try_unload(p_domain, (MonoObject **)&exc); - - if (exc) { - ERR_PRINT("Exception thrown when unloading domain '" + domain_name + "'."); - GDMonoUtils::debug_print_unhandled_exception(exc); - return FAILED; - } - - return OK; -} -#endif - -GDMonoClass *GDMono::get_class(MonoClass *p_raw_class) { - MonoImage *image = mono_class_get_image(p_raw_class); - - if (image == corlib_assembly->get_image()) { - return corlib_assembly->get_class(p_raw_class); - } - - int32_t domain_id = mono_domain_get_id(mono_domain_get()); - HashMap<String, GDMonoAssembly *> &domain_assemblies = assemblies[domain_id]; - - for (const KeyValue<String, GDMonoAssembly *> &E : domain_assemblies) { - GDMonoAssembly *assembly = E.value; - if (assembly->get_image() == image) { - GDMonoClass *klass = assembly->get_class(p_raw_class); - if (klass) { - return klass; - } - } - } - - return nullptr; -} - -GDMonoClass *GDMono::get_class(const StringName &p_namespace, const StringName &p_name) { - GDMonoClass *klass = corlib_assembly->get_class(p_namespace, p_name); - if (klass) { - return klass; - } - - int32_t domain_id = mono_domain_get_id(mono_domain_get()); - HashMap<String, GDMonoAssembly *> &domain_assemblies = assemblies[domain_id]; - - for (const KeyValue<String, GDMonoAssembly *> &E : domain_assemblies) { - GDMonoAssembly *assembly = E.value; - klass = assembly->get_class(p_namespace, p_name); - if (klass) { - return klass; - } - } - - return nullptr; -} - -void GDMono::_domain_assemblies_cleanup(int32_t p_domain_id) { - HashMap<String, GDMonoAssembly *> &domain_assemblies = assemblies[p_domain_id]; - - for (const KeyValue<String, GDMonoAssembly *> &E : domain_assemblies) { - memdelete(E.value); - } - - assemblies.erase(p_domain_id); -} - -void GDMono::unhandled_exception_hook(MonoObject *p_exc, void *) { - // This method will be called by the runtime when a thrown exception is not handled. - // It won't be called when we manually treat a thrown exception as unhandled. - // We assume the exception was already printed before calling this hook. - -#ifdef DEBUG_ENABLED - GDMonoUtils::debug_send_unhandled_exception_error((MonoException *)p_exc); - if (EngineDebugger::is_active()) { - EngineDebugger::get_singleton()->poll_events(false); - } -#endif - - exit(mono_environment_exitcode_get()); - - GD_UNREACHABLE(); -} - GDMono::GDMono() { singleton = this; - gdmono_log = memnew(GDMonoLog); - runtime_initialized = false; finalizing_scripts_domain = false; - root_domain = nullptr; - scripts_domain = nullptr; - - corlib_assembly = nullptr; - project_assembly = nullptr; -#ifdef TOOLS_ENABLED - tools_assembly = nullptr; - tools_project_editor_assembly = nullptr; -#endif - api_core_hash = 0; #ifdef TOOLS_ENABLED api_editor_hash = 0; #endif - - unhandled_exception_policy = POLICY_TERMINATE_APP; } GDMono::~GDMono() { - if (is_runtime_initialized()) { -#ifndef GD_MONO_SINGLE_APPDOMAIN - if (scripts_domain) { - Error err = _unload_scripts_domain(); - if (err != OK) { - ERR_PRINT("Mono: Failed to unload scripts domain."); - } - } -#else - CRASH_COND(scripts_domain != root_domain); - - print_verbose("Mono: Finalizing scripts domain..."); - - if (mono_domain_get() != root_domain) { - mono_domain_set(root_domain, true); - } - - finalizing_scripts_domain = true; - - if (!mono_domain_finalize(root_domain, 2000)) { - ERR_PRINT("Mono: Domain finalization timeout."); - } - - finalizing_scripts_domain = false; - - mono_gc_collect(mono_gc_max_generation()); - - GDMonoCache::clear_godot_api_cache(); - - _domain_assemblies_cleanup(mono_domain_get_id(root_domain)); - - core_api_assembly.assembly = nullptr; - - project_assembly = nullptr; - - root_domain = nullptr; - scripts_domain = nullptr; - - // Leave the rest to 'mono_jit_cleanup' -#endif - - for (const KeyValue<int32_t, HashMap<String, GDMonoAssembly *>> &E : assemblies) { - const HashMap<String, GDMonoAssembly *> &domain_assemblies = E.value; + finalizing_scripts_domain = true; - for (const KeyValue<String, GDMonoAssembly *> &F : domain_assemblies) { - memdelete(F.value); - } + if (is_runtime_initialized()) { + if (GDMonoCache::godot_api_cache_updated) { + GDMonoCache::managed_callbacks.DisposablesTracker_OnGodotShuttingDown(); } - assemblies.clear(); - - print_verbose("Mono: Runtime cleanup..."); - - mono_jit_cleanup(root_domain); - - print_verbose("Mono: Finalized"); + } - runtime_initialized = false; + if (hostfxr_dll_handle) { + OS::get_singleton()->close_dynamic_library(hostfxr_dll_handle); } + finalizing_scripts_domain = false; + runtime_initialized = false; + #if defined(ANDROID_ENABLED) gdmono::android::support::cleanup(); #endif - if (gdmono_log) { - memdelete(gdmono_log); - } - singleton = nullptr; } @@ -1328,62 +593,7 @@ namespace mono_bind { GodotSharp *GodotSharp::singleton = nullptr; -void GodotSharp::attach_thread() { - GDMonoUtils::attach_current_thread(); -} - -void GodotSharp::detach_thread() { - GDMonoUtils::detach_current_thread(); -} - -int32_t GodotSharp::get_domain_id() { - MonoDomain *domain = mono_domain_get(); - ERR_FAIL_NULL_V(domain, -1); - return mono_domain_get_id(domain); -} - -int32_t GodotSharp::get_scripts_domain_id() { - ERR_FAIL_NULL_V_MSG(GDMono::get_singleton(), - -1, "The Mono runtime is not initialized"); - MonoDomain *domain = GDMono::get_singleton()->get_scripts_domain(); - ERR_FAIL_NULL_V(domain, -1); - return mono_domain_get_id(domain); -} - -bool GodotSharp::is_scripts_domain_loaded() { - return GDMono::get_singleton() != nullptr && - GDMono::get_singleton()->is_runtime_initialized() && - GDMono::get_singleton()->get_scripts_domain() != nullptr; -} - -bool GodotSharp::_is_domain_finalizing_for_unload(int32_t p_domain_id) { - return is_domain_finalizing_for_unload(p_domain_id); -} - -bool GodotSharp::is_domain_finalizing_for_unload(int32_t p_domain_id) { - return is_domain_finalizing_for_unload(mono_domain_get_by_id(p_domain_id)); -} - -bool GodotSharp::is_domain_finalizing_for_unload(MonoDomain *p_domain) { - GDMono *gd_mono = GDMono::get_singleton(); - - ERR_FAIL_COND_V_MSG(!gd_mono || !gd_mono->is_runtime_initialized(), - false, "The Mono runtime is not initialized"); - - ERR_FAIL_NULL_V(p_domain, true); - - if (p_domain == gd_mono->get_scripts_domain() && gd_mono->is_finalizing_scripts_domain()) { - return true; - } - - return mono_domain_is_unloading(p_domain); -} - -bool GodotSharp::is_runtime_shutting_down() { - return mono_runtime_is_shutting_down(); -} - -bool GodotSharp::is_runtime_initialized() { +bool GodotSharp::_is_runtime_initialized() { return GDMono::get_singleton() != nullptr && GDMono::get_singleton()->is_runtime_initialized(); } @@ -1399,16 +609,7 @@ void GodotSharp::_reload_assemblies(bool p_soft_reload) { } void GodotSharp::_bind_methods() { - ClassDB::bind_method(D_METHOD("attach_thread"), &GodotSharp::attach_thread); - ClassDB::bind_method(D_METHOD("detach_thread"), &GodotSharp::detach_thread); - - ClassDB::bind_method(D_METHOD("get_domain_id"), &GodotSharp::get_domain_id); - ClassDB::bind_method(D_METHOD("get_scripts_domain_id"), &GodotSharp::get_scripts_domain_id); - ClassDB::bind_method(D_METHOD("is_scripts_domain_loaded"), &GodotSharp::is_scripts_domain_loaded); - ClassDB::bind_method(D_METHOD("is_domain_finalizing_for_unload", "domain_id"), &GodotSharp::_is_domain_finalizing_for_unload); - - ClassDB::bind_method(D_METHOD("is_runtime_shutting_down"), &GodotSharp::is_runtime_shutting_down); - ClassDB::bind_method(D_METHOD("is_runtime_initialized"), &GodotSharp::is_runtime_initialized); + ClassDB::bind_method(D_METHOD("is_runtime_initialized"), &GodotSharp::_is_runtime_initialized); ClassDB::bind_method(D_METHOD("_reload_assemblies"), &GodotSharp::_reload_assemblies); } |