/*************************************************************************/ /* godotsharp_export.cpp */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #include "godotsharp_export.h" #include "core/version.h" #include "../csharp_script.h" #include "../godotsharp_defs.h" #include "../godotsharp_dirs.h" #include "../mono_gd/gd_mono_class.h" #include "../mono_gd/gd_mono_marshal.h" #include "csharp_project.h" #include "godotsharp_builds.h" static MonoString *godot_icall_GodotSharpExport_GetTemplatesDir() { String current_version = VERSION_FULL_CONFIG; String templates_dir = EditorSettings::get_singleton()->get_templates_dir().plus_file(current_version); return GDMonoMarshal::mono_string_from_godot(ProjectSettings::get_singleton()->globalize_path(templates_dir)); } static MonoString *godot_icall_GodotSharpExport_GetDataDirName() { String appname = ProjectSettings::get_singleton()->get("application/config/name"); String appname_safe = OS::get_singleton()->get_safe_dir_name(appname); return GDMonoMarshal::mono_string_from_godot("data_" + appname_safe); } void GodotSharpExport::register_internal_calls() { static bool registered = false; ERR_FAIL_COND(registered); registered = true; mono_add_internal_call("GodotSharpTools.Editor.GodotSharpExport::GetTemplatesDir", (void *)godot_icall_GodotSharpExport_GetTemplatesDir); mono_add_internal_call("GodotSharpTools.Editor.GodotSharpExport::GetDataDirName", (void *)godot_icall_GodotSharpExport_GetDataDirName); } void GodotSharpExport::_export_file(const String &p_path, const String &p_type, const Set &) { if (p_type != CSharpLanguage::get_singleton()->get_type()) return; ERR_FAIL_COND(p_path.get_extension() != CSharpLanguage::get_singleton()->get_extension()); // TODO what if the source file is not part of the game's C# project if (!GLOBAL_GET("mono/export/include_scripts_content")) { // We don't want to include the source code on exported games add_file(p_path, Vector(), false); skip(); } } void GodotSharpExport::_export_begin(const Set &p_features, bool p_debug, const String &p_path, int p_flags) { // TODO right now there is no way to stop the export process with an error ERR_FAIL_COND(!GDMono::get_singleton()->is_runtime_initialized()); ERR_FAIL_NULL(TOOLS_DOMAIN); ERR_FAIL_NULL(GDMono::get_singleton()->get_editor_tools_assembly()); if (FileAccess::exists(GodotSharpDirs::get_project_sln_path())) { String build_config = p_debug ? "Debug" : "Release"; String scripts_metadata_path = GodotSharpDirs::get_res_metadata_dir().plus_file("scripts_metadata." + String(p_debug ? "debug" : "release")); Error metadata_err = CSharpProject::generate_scripts_metadata(GodotSharpDirs::get_project_csproj_path(), scripts_metadata_path); ERR_FAIL_COND(metadata_err != OK); ERR_FAIL_COND(!_add_file(scripts_metadata_path, scripts_metadata_path)); // Turn export features into defines Vector godot_defines; for (Set::Element *E = p_features.front(); E; E = E->next()) { godot_defines.push_back(E->get()); } ERR_FAIL_COND(!GodotSharpBuilds::build_project_blocking(build_config, godot_defines)); // Add dependency assemblies Map dependencies; String project_dll_name = ProjectSettings::get_singleton()->get("application/config/name"); if (project_dll_name.empty()) { project_dll_name = "UnnamedProject"; } String project_dll_src_dir = GodotSharpDirs::get_res_temp_assemblies_base_dir().plus_file(build_config); String project_dll_src_path = project_dll_src_dir.plus_file(project_dll_name + ".dll"); dependencies.insert(project_dll_name, project_dll_src_path); { MonoDomain *export_domain = GDMonoUtils::create_domain("GodotEngine.ProjectExportDomain"); ERR_FAIL_NULL(export_domain); _GDMONO_SCOPE_EXIT_DOMAIN_UNLOAD_(export_domain); _GDMONO_SCOPE_DOMAIN_(export_domain); GDMonoAssembly *scripts_assembly = NULL; bool load_success = GDMono::get_singleton()->load_assembly_from(project_dll_name, project_dll_src_path, &scripts_assembly, /* refonly: */ true); ERR_EXPLAIN("Cannot load assembly (refonly): " + project_dll_name); ERR_FAIL_COND(!load_success); Vector search_dirs; String templates_dir = EditorSettings::get_singleton()->get_templates_dir().plus_file(VERSION_FULL_CONFIG); String android_bcl_dir = templates_dir.plus_file("android-bcl"); String custom_lib_dir; if (p_features.find("Android") && DirAccess::exists(android_bcl_dir)) { custom_lib_dir = android_bcl_dir; } GDMonoAssembly::fill_search_dirs(search_dirs, build_config, custom_lib_dir); Error depend_error = _get_assembly_dependencies(scripts_assembly, search_dirs, dependencies); ERR_FAIL_COND(depend_error != OK); } for (Map::Element *E = dependencies.front(); E; E = E->next()) { String depend_src_path = E->value(); String depend_dst_path = GodotSharpDirs::get_res_assemblies_dir().plus_file(depend_src_path.get_file()); ERR_FAIL_COND(!_add_file(depend_src_path, depend_dst_path)); } } // Mono specific export template extras (data dir) GDMonoClass *export_class = GDMono::get_singleton()->get_editor_tools_assembly()->get_class("GodotSharpTools.Editor", "GodotSharpExport"); ERR_FAIL_NULL(export_class); GDMonoMethod *export_begin_method = export_class->get_method("_ExportBegin", 4); ERR_FAIL_NULL(export_begin_method); MonoArray *features = mono_array_new(mono_domain_get(), CACHED_CLASS_RAW(String), p_features.size()); int i = 0; for (const Set::Element *E = p_features.front(); E; E = E->next()) { MonoString *boxed = GDMonoMarshal::mono_string_from_godot(E->get()); mono_array_setref(features, i, boxed); i++; } MonoBoolean debug = p_debug; MonoString *path = GDMonoMarshal::mono_string_from_godot(p_path); uint32_t flags = p_flags; void *args[4] = { features, &debug, path, &flags }; MonoException *exc = NULL; export_begin_method->invoke_raw(NULL, args, &exc); if (exc) { GDMonoUtils::debug_print_unhandled_exception(exc); ERR_FAIL(); } } bool GodotSharpExport::_add_file(const String &p_src_path, const String &p_dst_path, bool p_remap) { FileAccessRef f = FileAccess::open(p_src_path, FileAccess::READ); ERR_FAIL_COND_V(!f, false); Vector data; data.resize(f->get_len()); f->get_buffer(data.ptrw(), data.size()); add_file(p_dst_path, data, p_remap); return true; } Error GodotSharpExport::_get_assembly_dependencies(GDMonoAssembly *p_assembly, const Vector &p_search_dirs, Map &r_dependencies) { MonoImage *image = p_assembly->get_image(); for (int i = 0; i < mono_image_get_table_rows(image, MONO_TABLE_ASSEMBLYREF); i++) { MonoAssemblyName *ref_aname = aname_prealloc; mono_assembly_get_assemblyref(image, i, ref_aname); String ref_name = mono_assembly_name_get_name(ref_aname); if (r_dependencies.find(ref_name)) continue; GDMonoAssembly *ref_assembly = NULL; String path; bool has_extension = ref_name.ends_with(".dll") || ref_name.ends_with(".exe"); for (int j = 0; j < p_search_dirs.size(); j++) { const String &search_dir = p_search_dirs[j]; if (has_extension) { path = search_dir.plus_file(ref_name); if (FileAccess::exists(path)) { GDMono::get_singleton()->load_assembly_from(ref_name.get_basename(), path, &ref_assembly, true); if (ref_assembly != NULL) break; } } else { path = search_dir.plus_file(ref_name + ".dll"); if (FileAccess::exists(path)) { GDMono::get_singleton()->load_assembly_from(ref_name, path, &ref_assembly, true); if (ref_assembly != NULL) break; } path = search_dir.plus_file(ref_name + ".exe"); if (FileAccess::exists(path)) { GDMono::get_singleton()->load_assembly_from(ref_name, path, &ref_assembly, true); if (ref_assembly != NULL) break; } } } if (!ref_assembly) { ERR_EXPLAIN("Cannot load assembly (refonly): " + ref_name); ERR_FAIL_V(ERR_CANT_RESOLVE); } r_dependencies.insert(ref_name, ref_assembly->get_path()); Error err = _get_assembly_dependencies(ref_assembly, p_search_dirs, r_dependencies); if (err != OK) { ERR_EXPLAIN("Cannot load one of the dependencies for the assembly: " + ref_name); ERR_FAIL_V(err); } } return OK; } GodotSharpExport::GodotSharpExport() { // MonoAssemblyName is an incomplete type (internal to mono), so we can't allocate it ourselves. // There isn't any api to allocate an empty one either, so we need to do it this way. aname_prealloc = mono_assembly_name_new("whatever"); mono_assembly_name_free(aname_prealloc); // "it does not frees the object itself, only the name members" (typo included) } GodotSharpExport::~GodotSharpExport() { if (aname_prealloc) mono_free(aname_prealloc); }