/*************************************************************************/ /* gd_mono.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 "gd_mono.h" #include #include #include #include #include #include #include "core/os/dir_access.h" #include "core/os/file_access.h" #include "core/os/os.h" #include "core/os/thread.h" #include "core/project_settings.h" #include "../csharp_script.h" #include "../glue/cs_glue_version.gen.h" #include "../godotsharp_dirs.h" #include "../utils/path_utils.h" #include "gd_mono_class.h" #include "gd_mono_marshal.h" #include "gd_mono_utils.h" #ifdef TOOLS_ENABLED #include "main/main.h" #endif #ifdef ANDROID_ENABLED #include "android_mono_config.gen.h" #endif GDMono *GDMono::singleton = NULL; namespace { void setup_runtime_main_args() { CharString execpath = OS::get_singleton()->get_executable_path().utf8(); List cmdline_args = OS::get_singleton()->get_cmdline_args(); List cmdline_args_utf8; Vector main_args; main_args.resize(cmdline_args.size() + 1); main_args.write[0] = execpath.ptrw(); int i = 1; for (List::Element *E = cmdline_args.front(); E; E = E->next()) { CharString &stored = cmdline_args_utf8.push_back(E->get().utf8())->get(); main_args.write[i] = stored.ptrw(); i++; } mono_runtime_set_main_args(main_args.size(), main_args.ptrw()); } void gdmono_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()); } } #ifdef DEBUG_ENABLED bool _wait_for_debugger_msecs(uint32_t p_msecs) { do { if (mono_is_debugger_attached()) return true; int last_tick = OS::get_singleton()->get_ticks_msec(); OS::get_singleton()->delay_usec((p_msecs < 25 ? p_msecs : 25) * 1000); uint32_t tdiff = OS::get_singleton()->get_ticks_msec() - last_tick; if (tdiff > p_msecs) { p_msecs = 0; } else { p_msecs -= tdiff; } } while (p_msecs > 0); return mono_is_debugger_attached(); } void gdmono_debug_init() { mono_debug_init(MONO_DEBUG_FORMAT_MONO); 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); CharString da_args = OS::get_singleton()->get_environment("GODOT_MONO_DEBUGGER_AGENT").utf8(); #ifdef TOOLS_ENABLED if (Engine::get_singleton()->is_editor_hint() || ProjectSettings::get_singleton()->get_resource_path().empty() || Main::is_project_manager()) { if (da_args.size() == 0) return; } #endif 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(); } // --debugger-agent=help const char *options[] = { "--soft-breakpoints", da_args.get_data() }; mono_jit_parse_options(2, (char **)options); } #endif } // namespace void GDMono::add_mono_shared_libs_dir_to_path() { // 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 += ';'; 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 #else path_value += ':'; 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 OS::get_singleton()->set_environment(path_var, path_value); #endif // WINDOWS_ENABLED || UNIX_ENABLED } 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); #ifdef DEBUG_METHODS_ENABLED _initialize_and_check_api_hashes(); #endif GDMonoLog::get_singleton()->initialize(); String assembly_rootdir; String config_dir; #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)) { assembly_rootdir = mono_reg_info.assembly_dir; } if (mono_reg_info.config_dir.length() && DirAccess::exists(mono_reg_info.config_dir)) { config_dir = mono_reg_info.config_dir; } #elif defined(OSX_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 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)) { assembly_rootdir = hint_assembly_rootdir; config_dir = hint_config_dir; break; } } } #endif #endif // TOOLS_ENABLED String bundled_assembly_rootdir = GodotSharpDirs::get_data_mono_lib_dir(); String bundled_config_dir = GodotSharpDirs::get_data_mono_etc_dir(); #ifdef TOOLS_ENABLED if (DirAccess::exists(bundled_assembly_rootdir)) { assembly_rootdir = bundled_assembly_rootdir; } if (DirAccess::exists(bundled_config_dir)) { config_dir = bundled_config_dir; } #ifdef WINDOWS_ENABLED if (assembly_rootdir.empty() || config_dir.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 #else // These are always the directories in export templates assembly_rootdir = bundled_assembly_rootdir; config_dir = bundled_config_dir; #endif // TOOLS_ENABLED // Leak if we call mono_set_dirs more than once mono_set_dirs(assembly_rootdir.length() ? assembly_rootdir.utf8().get_data() : NULL, config_dir.length() ? config_dir.utf8().get_data() : NULL); add_mono_shared_libs_dir_to_path(); { PropertyInfo exc_policy_prop = PropertyInfo(Variant::INT, "mono/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); if (Engine::get_singleton()->is_editor_hint()) { // Unhandled exceptions should not terminate the editor unhandled_exception_policy = POLICY_LOG_ERROR; } } GDMonoAssembly::initialize(); gdmono_profiler_init(); #ifdef DEBUG_ENABLED gdmono_debug_init(); #endif #ifdef ANDROID_ENABLED mono_config_parse_memory(get_godot_android_mono_config().utf8().get_data()); #else mono_config_parse(NULL); #endif mono_install_unhandled_exception_hook(&unhandled_exception_hook, NULL); #ifndef TOOLS_ENABLED // Export templates only load the Mono runtime if the project uses it if (!DirAccess::exists("res://.mono")) return; #endif root_domain = mono_jit_init_version("GodotEngine.RootDomain", "v4.0.30319"); ERR_EXPLAIN("Mono: Failed to initialize runtime"); ERR_FAIL_NULL(root_domain); GDMonoUtils::set_main_thread(GDMonoUtils::get_current_thread()); setup_runtime_main_args(); // Required for System.Environment.GetCommandLineArgs runtime_initialized = true; print_verbose("Mono: Runtime initialized"); // mscorlib assembly MUST be present at initialization ERR_EXPLAIN("Mono: Failed to load mscorlib assembly"); ERR_FAIL_COND(!_load_corlib_assembly()); ERR_EXPLAIN("Mono: Failed to load scripts domain"); ERR_FAIL_COND(_load_scripts_domain() != OK); #ifdef DEBUG_ENABLED bool debugger_attached = _wait_for_debugger_msecs(500); if (!debugger_attached && OS::get_singleton()->is_stdout_verbose()) print_error("Mono: Debugger wait timeout"); #endif _register_internal_calls(); print_verbose("Mono: INITIALIZED"); } void GDMono::initialize_load_assemblies() { #ifndef MONO_GLUE_ENABLED ERR_EXPLAIN("Mono: This binary was built with `mono_glue=no`; cannot load assemblies"); CRASH_NOW(); #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) if (!_load_tools_assemblies()) { ERR_EXPLAIN("Mono: Failed to load GodotTools assemblies"); CRASH_NOW(); } #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 && (core_api_assembly_out_of_sync || !GDMonoUtils::mono_cache.godot_api_cache_updated); #ifdef TOOLS_ENABLED if (!out_of_sync) out_of_sync = editor_api_assembly && editor_api_assembly_out_of_sync; #endif return out_of_sync; } namespace GodotSharpBindings { #ifdef MONO_GLUE_ENABLED uint64_t get_core_api_hash(); #ifdef TOOLS_ENABLED uint64_t get_editor_api_hash(); #endif uint32_t get_bindings_version(); void register_generated_icalls(); #else uint64_t get_core_api_hash() { CRASH_NOW(); GD_UNREACHABLE(); } #ifdef TOOLS_ENABLED uint64_t get_editor_api_hash() { CRASH_NOW(); GD_UNREACHABLE(); } #endif uint32_t get_bindings_version() { CRASH_NOW(); GD_UNREACHABLE(); } void register_generated_icalls() { /* Fine, just do nothing */ } #endif // MONO_GLUE_ENABLED } // namespace GodotSharpBindings void GDMono::_register_internal_calls() { GodotSharpBindings::register_generated_icalls(); } void GDMono::_initialize_and_check_api_hashes() { #ifdef MONO_GLUE_ENABLED if (get_api_core_hash() != GodotSharpBindings::get_core_api_hash()) { ERR_PRINT("Mono: Core API hash mismatch!"); } #ifdef TOOLS_ENABLED if (get_api_editor_hash() != GodotSharpBindings::get_editor_api_hash()) { ERR_PRINT("Mono: Editor API hash mismatch!"); } #endif // TOOLS_ENABLED #endif // MONO_GLUE_ENABLED } void GDMono::add_assembly(uint32_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) { MonoDomain *domain = mono_domain_get(); uint32_t domain_id = domain ? mono_domain_get_id(domain) : 0; return assemblies[domain_id].getptr(p_name); } bool GDMono::load_assembly(const String &p_name, GDMonoAssembly **r_assembly, bool p_refonly) { CRASH_COND(!r_assembly); 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) { CRASH_COND(!r_assembly); print_verbose("Mono: Loading assembly " + p_name + (p_refonly ? " (refonly)" : "") + "..."); MonoImageOpenStatus status = MONO_IMAGE_OK; MonoAssembly *assembly = mono_assembly_load_full(p_aname, NULL, &status, p_refonly); if (!assembly) return false; ERR_FAIL_COND_V(status != MONO_IMAGE_OK, false); uint32_t domain_id = mono_domain_get_id(mono_domain_get()); GDMonoAssembly **stored_assembly = assemblies[domain_id].getptr(p_name); ERR_FAIL_COND_V(stored_assembly == NULL, false); ERR_FAIL_COND_V((*stored_assembly)->get_assembly() != assembly, false); *r_assembly = *stored_assembly; print_verbose("Mono: Assembly " + p_name + (p_refonly ? " (refonly)" : "") + " loaded from path: " + (*r_assembly)->get_path()); return true; } 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; #ifdef DEBUG_ENABLED uint32_t domain_id = mono_domain_get_id(mono_domain_get()); GDMonoAssembly **stored_assembly = assemblies[domain_id].getptr(p_name); ERR_FAIL_COND_V(stored_assembly == NULL, false); ERR_FAIL_COND_V(*stored_assembly != assembly, false); #endif *r_assembly = assembly; print_verbose("Mono: Assembly " + p_name + (p_refonly ? " (refonly)" : "") + " loaded from path: " + (*r_assembly)->get_path()); return true; } APIAssembly::Version APIAssembly::Version::get_from_loaded_assembly(GDMonoAssembly *p_api_assembly, APIAssembly::Type p_api_type) { APIAssembly::Version api_assembly_version; const char *nativecalls_name = p_api_type == APIAssembly::API_CORE ? BINDINGS_CLASS_NATIVECALLS : BINDINGS_CLASS_NATIVECALLS_EDITOR; GDMonoClass *nativecalls_klass = p_api_assembly->get_class(BINDINGS_NAMESPACE, nativecalls_name); 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(api_hash_field->get_value(NULL)); GDMonoField *binds_ver_field = nativecalls_klass->get_field("bindings_version"); if (binds_ver_field) api_assembly_version.bindings_version = GDMonoMarshal::unbox(binds_ver_field->get_value(NULL)); 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(cs_glue_ver_field->get_value(NULL)); } return api_assembly_version; } String APIAssembly::to_string(APIAssembly::Type p_type) { return p_type == APIAssembly::API_CORE ? "API_CORE" : "API_EDITOR"; } bool GDMono::_load_corlib_assembly() { if (corlib_assembly) return true; bool success = load_assembly("mscorlib", &corlib_assembly); if (success) GDMonoUtils::update_corlib_cache(); return success; } #ifdef TOOLS_ENABLED bool GDMono::copy_prebuilt_api_assembly(APIAssembly::Type p_api_type) { bool &api_assembly_out_of_sync = (p_api_type == APIAssembly::API_CORE) ? GDMono::get_singleton()->core_api_assembly_out_of_sync : GDMono::get_singleton()->editor_api_assembly_out_of_sync; String src_dir = GodotSharpDirs::get_data_editor_prebuilt_api_dir().plus_file("Debug"); String dst_dir = GodotSharpDirs::get_res_assemblies_dir(); String assembly_name = p_api_type == APIAssembly::API_CORE ? CORE_API_ASSEMBLY_NAME : EDITOR_API_ASSEMBLY_NAME; // Create destination directory if needed if (!DirAccess::exists(dst_dir)) { DirAccess *da = DirAccess::create_for_path(dst_dir); Error err = da->make_dir_recursive(dst_dir); memdelete(da); if (err != OK) { ERR_PRINTS("Failed to create destination directory for the API assemblies. Error: " + itos(err)); return false; } } String assembly_file = assembly_name + ".dll"; String assembly_src = src_dir.plus_file(assembly_file); String assembly_dst = dst_dir.plus_file(assembly_file); if (!FileAccess::exists(assembly_dst) || api_assembly_out_of_sync) { DirAccessRef da = DirAccess::create(DirAccess::ACCESS_FILESYSTEM); String xml_file = assembly_name + ".xml"; if (da->copy(src_dir.plus_file(xml_file), dst_dir.plus_file(xml_file)) != OK) WARN_PRINTS("Failed to copy " + xml_file); String pdb_file = assembly_name + ".pdb"; if (da->copy(src_dir.plus_file(pdb_file), dst_dir.plus_file(pdb_file)) != OK) WARN_PRINTS("Failed to copy " + pdb_file); Error err = da->copy(assembly_src, assembly_dst); if (err != OK) { ERR_PRINTS("Failed to copy " + assembly_file); return false; } api_assembly_out_of_sync = false; } return true; } String GDMono::update_api_assemblies_from_prebuilt() { #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"))) bool api_assembly_out_of_sync = core_api_assembly_out_of_sync || editor_api_assembly_out_of_sync; String core_assembly_path = GodotSharpDirs::get_res_assemblies_dir().plus_file(CORE_API_ASSEMBLY_NAME ".dll"); String editor_assembly_path = GodotSharpDirs::get_res_assemblies_dir().plus_file(EDITOR_API_ASSEMBLY_NAME ".dll"); if (!api_assembly_out_of_sync && FileAccess::exists(core_assembly_path) && FileAccess::exists(editor_assembly_path)) return String(); // No update needed print_verbose("Updating API assemblies"); String prebuilt_api_dir = GodotSharpDirs::get_data_editor_prebuilt_api_dir().plus_file("Debug"); 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_assembly_out_of_sync, /* prebuilt_exists: */ false); // Copy the prebuilt Api if (!copy_prebuilt_api_assembly(APIAssembly::API_CORE) || !copy_prebuilt_api_assembly(APIAssembly::API_EDITOR)) return FAIL_REASON(api_assembly_out_of_sync, /* prebuilt_exists: */ true); return String(); // Updated successfully #undef FAIL_REASON } #endif bool GDMono::_load_core_api_assembly() { if (core_api_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 = !Main::is_project_manager() ? GodotSharpDirs::get_res_assemblies_dir() : GodotSharpDirs::get_data_editor_prebuilt_api_dir().plus_file("Debug"); 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, &core_api_assembly); #else bool success = load_assembly(CORE_API_ASSEMBLY_NAME, &core_api_assembly); #endif if (success) { APIAssembly::Version api_assembly_ver = APIAssembly::Version::get_from_loaded_assembly(core_api_assembly, APIAssembly::API_CORE); core_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 || CS_GLUE_VERSION != api_assembly_ver.cs_glue_version; if (!core_api_assembly_out_of_sync) { GDMonoUtils::update_godot_api_cache(); _install_trace_listener(); } } else { core_api_assembly_out_of_sync = false; } return success; } #ifdef TOOLS_ENABLED bool GDMono::_load_editor_api_assembly() { if (editor_api_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 = !Main::is_project_manager() ? GodotSharpDirs::get_res_assemblies_dir() : GodotSharpDirs::get_data_editor_prebuilt_api_dir().plus_file("Debug"); 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, &editor_api_assembly); if (success) { APIAssembly::Version api_assembly_ver = APIAssembly::Version::get_from_loaded_assembly(editor_api_assembly, APIAssembly::API_EDITOR); editor_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 || CS_GLUE_VERSION != api_assembly_ver.cs_glue_version; } else { editor_api_assembly_out_of_sync = false; } return success; } #endif bool GDMono::_try_load_api_assemblies() { if (!_load_core_api_assembly()) { if (OS::get_singleton()->is_stdout_verbose()) print_error("Mono: Failed to load Core API assembly"); return false; } #ifdef TOOLS_ENABLED if (!_load_editor_api_assembly()) { if (OS::get_singleton()->is_stdout_verbose()) print_error("Mono: Failed to load Editor API assembly"); return false; } if (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 (core_api_assembly_out_of_sync || !GDMonoUtils::mono_cache.godot_api_cache_updated) return false; return true; } void GDMono::_load_api_assemblies() { if (!_try_load_api_assemblies()) { #ifdef TOOLS_ENABLED // The API assemblies are out of sync. Fine, try one more time, but this time // update them from the prebuilt assemblies directory before trying to load them. // Shouldn't happen. The project manager loads the prebuilt API assemblies if (Main::is_project_manager()) { ERR_EXPLAIN("Failed to load one of the prebuilt API assemblies"); CRASH_NOW(); } // 1. Unload the scripts domain if (_unload_scripts_domain() != OK) { ERR_EXPLAIN("Mono: Failed to unload scripts domain"); CRASH_NOW(); } // 2. Update the API assemblies String update_error = update_api_assemblies_from_prebuilt(); if (!update_error.empty()) { ERR_EXPLAIN(update_error); CRASH_NOW(); } // 3. Load the scripts domain again if (_load_scripts_domain() != OK) { ERR_EXPLAIN("Mono: Failed to load scripts domain"); CRASH_NOW(); } // 4. Try loading the updated assemblies if (!_try_load_api_assemblies()) { // 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 (!GDMonoUtils::mono_cache.godot_api_cache_updated) { ERR_PRINT("The loaded assembly '" CORE_API_ASSEMBLY_NAME "' is in sync, but the cache update failed"); } if (editor_api_assembly_out_of_sync) { ERR_PRINT("The assembly '" EDITOR_API_ASSEMBLY_NAME "' is out of sync"); } CRASH_NOW(); } else { ERR_EXPLAIN("Failed to load one of the API assemblies"); CRASH_NOW(); } } #else ERR_EXPLAIN("Failed to load one of the API assemblies"); CRASH_NOW(); #endif } } #ifdef TOOLS_ENABLED bool GDMono::_load_tools_assemblies() { if (tools_assembly && tools_project_editor_assembly) return true; bool success = load_assembly(TOOLS_ASSEMBLY_NAME, &tools_assembly) && load_assembly(TOOLS_PROJECT_EDITOR_ASSEMBLY_NAME, &tools_project_editor_assembly); return success; } #endif bool GDMono::_load_project_assembly() { if (project_assembly) return true; String appname = ProjectSettings::get_singleton()->get("application/config/name"); String appname_safe = OS::get_singleton()->get_safe_dir_name(appname); if (appname_safe.empty()) { appname_safe = "UnnamedProject"; } bool success = load_assembly(appname_safe, &project_assembly); if (success) { mono_assembly_set_main(project_assembly->get_assembly()); } return success; } void GDMono::_install_trace_listener() { #ifdef DEBUG_ENABLED // Install the trace listener now before the project assembly is loaded typedef void (*DebuggingUtils_InstallTraceListener)(MonoObject **); MonoException *exc = NULL; GDMonoClass *debug_utils = core_api_assembly->get_class(BINDINGS_NAMESPACE, "DebuggingUtils"); DebuggingUtils_InstallTraceListener install_func = (DebuggingUtils_InstallTraceListener)debug_utils->get_method_thunk("InstallTraceListener"); install_func((MonoObject **)&exc); if (exc) { ERR_PRINT("Failed to install System.Diagnostics.Trace listener"); GDMonoUtils::debug_print_unhandled_exception(exc); } #endif } Error GDMono::_load_scripts_domain() { ERR_FAIL_COND_V(scripts_domain != NULL, ERR_BUG); print_verbose("Mono: Loading scripts domain..."); scripts_domain = GDMonoUtils::create_domain("GodotEngine.ScriptsDomain"); ERR_EXPLAIN("Mono: Could not create scripts app domain"); ERR_FAIL_NULL_V(scripts_domain, ERR_CANT_CREATE); mono_domain_set(scripts_domain, true); return OK; } Error GDMono::_unload_scripts_domain() { ERR_FAIL_NULL_V(scripts_domain, ERR_BUG); print_verbose("Mono: Unloading 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()); GDMonoUtils::clear_godot_api_cache(); _domain_assemblies_cleanup(mono_domain_get_id(scripts_domain)); core_api_assembly = NULL; project_assembly = NULL; #ifdef TOOLS_ENABLED editor_api_assembly = NULL; tools_assembly = NULL; tools_project_editor_assembly = NULL; #endif MonoDomain *domain = scripts_domain; scripts_domain = NULL; MonoException *exc = NULL; 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; } #ifdef GD_MONO_HOT_RELOAD Error GDMono::reload_scripts_domain() { ERR_FAIL_COND_V(!runtime_initialized, ERR_BUG); if (scripts_domain) { Error err = _unload_scripts_domain(); if (err != OK) { ERR_PRINT("Mono: Failed to unload scripts domain"); return err; } } CSharpLanguage::get_singleton()->_on_scripts_domain_unloaded(); Error err = _load_scripts_domain(); if (err != OK) { ERR_PRINT("Mono: Failed to load scripts domain"); return err; } // 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) if (!_load_tools_assemblies()) { ERR_EXPLAIN("Mono: Failed to load GodotTools assemblies"); CRASH_NOW(); } #endif // 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"); return ERR_CANT_OPEN; } return OK; } #endif Error GDMono::finalize_and_unload_domain(MonoDomain *p_domain) { CRASH_COND(p_domain == NULL); 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 = NULL; mono_domain_try_unload(p_domain, (MonoObject **)&exc); if (exc) { ERR_PRINTS("Exception thrown when unloading domain `" + domain_name + "`"); GDMonoUtils::debug_print_unhandled_exception(exc); return FAILED; } return OK; } 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); uint32_t domain_id = mono_domain_get_id(mono_domain_get()); HashMap &domain_assemblies = assemblies[domain_id]; const String *k = NULL; while ((k = domain_assemblies.next(k))) { GDMonoAssembly *assembly = domain_assemblies.get(*k); if (assembly->get_image() == image) { GDMonoClass *klass = assembly->get_class(p_raw_class); if (klass) return klass; } } return NULL; } GDMonoClass *GDMono::get_class(const StringName &p_namespace, const StringName &p_name) { uint32_t domain_id = mono_domain_get_id(mono_domain_get()); HashMap &domain_assemblies = assemblies[domain_id]; const String *k = NULL; while ((k = domain_assemblies.next(k))) { GDMonoAssembly *assembly = domain_assemblies.get(*k); GDMonoClass *klass = assembly->get_class(p_namespace, p_name); if (klass) return klass; } return NULL; } void GDMono::_domain_assemblies_cleanup(uint32_t p_domain_id) { HashMap &domain_assemblies = assemblies[p_domain_id]; const String *k = NULL; while ((k = domain_assemblies.next(k))) { memdelete(domain_assemblies.get(*k)); } 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 (ScriptDebugger::get_singleton()) ScriptDebugger::get_singleton()->idle_poll(); #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 = NULL; scripts_domain = NULL; core_api_assembly_out_of_sync = false; #ifdef TOOLS_ENABLED editor_api_assembly_out_of_sync = false; #endif corlib_assembly = NULL; core_api_assembly = NULL; project_assembly = NULL; #ifdef TOOLS_ENABLED editor_api_assembly = NULL; tools_assembly = NULL; tools_project_editor_assembly = NULL; #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()) { if (scripts_domain) { Error err = _unload_scripts_domain(); if (err != OK) { ERR_PRINT("Mono: Failed to unload scripts domain"); } } const uint32_t *k = NULL; while ((k = assemblies.next(k))) { HashMap &domain_assemblies = assemblies.get(*k); const String *kk = NULL; while ((kk = domain_assemblies.next(kk))) { memdelete(domain_assemblies.get(*kk)); } } assemblies.clear(); print_verbose("Mono: Runtime cleanup..."); mono_jit_cleanup(root_domain); print_verbose("Mono: Finalized"); runtime_initialized = false; } if (gdmono_log) memdelete(gdmono_log); singleton = NULL; } _GodotSharp *_GodotSharp::singleton = NULL; 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(); CRASH_COND(!domain); // User must check if runtime is initialized before calling this method return mono_domain_get_id(domain); } int32_t _GodotSharp::get_scripts_domain_id() { MonoDomain *domain = GDMono::get_singleton()->get_scripts_domain(); CRASH_COND(!domain); // User must check if scripts domain is loaded before calling this method return mono_domain_get_id(domain); } bool _GodotSharp::is_scripts_domain_loaded() { return GDMono::get_singleton()->is_runtime_initialized() && GDMono::get_singleton()->get_scripts_domain() != NULL; } 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() { return is_domain_finalizing_for_unload(mono_domain_get()); } 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) { if (!p_domain) return true; if (p_domain == GDMono::get_singleton()->get_scripts_domain() && GDMono::get_singleton()->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() { return GDMono::get_singleton()->is_runtime_initialized(); } void _GodotSharp::_reload_assemblies(bool p_soft_reload) { #ifdef GD_MONO_HOT_RELOAD CSharpLanguage::get_singleton()->reload_assemblies(p_soft_reload); #endif } 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("_reload_assemblies"), &_GodotSharp::_reload_assemblies); } _GodotSharp::_GodotSharp() { singleton = this; } _GodotSharp::~_GodotSharp() { singleton = NULL; }