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/*************************************************************************/
/*  godotsharp_export.cpp                                                */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2020 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 <mono/metadata/image.h>

#include "core/io/file_access_pack.h"
#include "core/os/os.h"
#include "core/project_settings.h"

#include "../mono_gd/gd_mono.h"
#include "../mono_gd/gd_mono_assembly.h"
#include "../mono_gd/gd_mono_cache.h"
#include "../utils/macros.h"

namespace GodotSharpExport {

struct AssemblyRefInfo {
	String name;
	uint16_t major;
	uint16_t minor;
	uint16_t build;
	uint16_t revision;
};

AssemblyRefInfo get_assemblyref_name(MonoImage *p_image, int index) {
	const MonoTableInfo *table_info = mono_image_get_table_info(p_image, MONO_TABLE_ASSEMBLYREF);

	uint32_t cols[MONO_ASSEMBLYREF_SIZE];

	mono_metadata_decode_row(table_info, index, cols, MONO_ASSEMBLYREF_SIZE);

	return {
		String::utf8(mono_metadata_string_heap(p_image, cols[MONO_ASSEMBLYREF_NAME])),
		(uint16_t)cols[MONO_ASSEMBLYREF_MAJOR_VERSION],
		(uint16_t)cols[MONO_ASSEMBLYREF_MINOR_VERSION],
		(uint16_t)cols[MONO_ASSEMBLYREF_BUILD_NUMBER],
		(uint16_t)cols[MONO_ASSEMBLYREF_REV_NUMBER]
	};
}

Error get_assembly_dependencies(GDMonoAssembly *p_assembly, const Vector<String> &p_search_dirs, Dictionary &r_assembly_dependencies) {
	MonoImage *image = p_assembly->get_image();

	for (int i = 0; i < mono_image_get_table_rows(image, MONO_TABLE_ASSEMBLYREF); i++) {
		AssemblyRefInfo ref_info = get_assemblyref_name(image, i);

		const String &ref_name = ref_info.name;

		if (r_assembly_dependencies.has(ref_name)) {
			continue;
		}

		GDMonoAssembly *ref_assembly = nullptr;

		{
			MonoAssemblyName *ref_aname = mono_assembly_name_new("A"); // We can't allocate an empty MonoAssemblyName, hence "A"
			CRASH_COND(ref_aname == nullptr);
			SCOPE_EXIT {
				mono_assembly_name_free(ref_aname);
				mono_free(ref_aname);
			};

			mono_assembly_get_assemblyref(image, i, ref_aname);

			if (!GDMono::get_singleton()->load_assembly(ref_name, ref_aname, &ref_assembly, /* refonly: */ true, p_search_dirs)) {
				ERR_FAIL_V_MSG(ERR_CANT_RESOLVE, "Cannot load assembly (refonly): '" + ref_name + "'.");
			}

			r_assembly_dependencies[ref_name] = ref_assembly->get_path();
		}

		Error err = get_assembly_dependencies(ref_assembly, p_search_dirs, r_assembly_dependencies);
		ERR_FAIL_COND_V_MSG(err != OK, err, "Cannot load one of the dependencies for the assembly: '" + ref_name + "'.");
	}

	return OK;
}

Error get_exported_assembly_dependencies(const Dictionary &p_initial_assemblies,
		const String &p_build_config, const String &p_custom_bcl_dir, Dictionary &r_assembly_dependencies) {
	MonoDomain *export_domain = GDMonoUtils::create_domain("GodotEngine.Domain.ProjectExport");
	ERR_FAIL_NULL_V(export_domain, FAILED);
	_GDMONO_SCOPE_EXIT_DOMAIN_UNLOAD_(export_domain);

	_GDMONO_SCOPE_DOMAIN_(export_domain);

	Vector<String> search_dirs;
	GDMonoAssembly::fill_search_dirs(search_dirs, p_build_config, p_custom_bcl_dir);

	if (p_custom_bcl_dir.length()) {
		// Only one mscorlib can be loaded. We need this workaround to make sure we get it from the right BCL directory.
		r_assembly_dependencies["mscorlib"] = p_custom_bcl_dir.plus_file("mscorlib.dll").simplify_path();
	}

	for (const Variant *key = p_initial_assemblies.next(); key; key = p_initial_assemblies.next(key)) {
		String assembly_name = *key;
		String assembly_path = p_initial_assemblies[*key];

		GDMonoAssembly *assembly = nullptr;
		bool load_success = GDMono::get_singleton()->load_assembly_from(assembly_name, assembly_path, &assembly, /* refonly: */ true);

		ERR_FAIL_COND_V_MSG(!load_success, ERR_CANT_RESOLVE, "Cannot load assembly (refonly): '" + assembly_name + "'.");

		Error err = get_assembly_dependencies(assembly, search_dirs, r_assembly_dependencies);
		if (err != OK) {
			return err;
		}
	}

	return OK;
}

} // namespace GodotSharpExport