/*************************************************************************/ /* godotsharp_export.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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 "../csharp_script.h" #include "../godotsharp_defs.h" #include "../godotsharp_dirs.h" #include "godotsharp_builds.h" void GodotSharpExport::_export_file(const String &p_path, const String &p_type, const Set &p_features) { 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(GDMono::get_singleton()->get_tools_domain()); String build_config = p_debug ? "Debug" : "Release"; ERR_FAIL_COND(!GodotSharpBuilds::build_project_blocking(build_config)); // Add API assemblies String core_api_dll_path = GodotSharpDirs::get_res_assemblies_dir().plus_file(API_ASSEMBLY_NAME ".dll"); ERR_FAIL_COND(!_add_assembly(core_api_dll_path, core_api_dll_path)); String editor_api_dll_path = GodotSharpDirs::get_res_assemblies_dir().plus_file(EDITOR_API_ASSEMBLY_NAME ".dll"); ERR_FAIL_COND(!_add_assembly(editor_api_dll_path, editor_api_dll_path)); // Add project assembly String project_dll_name = ProjectSettings::get_singleton()->get("application/config/name"); if (project_dll_name.empty()) { project_dll_name = "UnnamedProject"; } String project_dll_src_path = GodotSharpDirs::get_res_temp_assemblies_base_dir().plus_file(build_config).plus_file(project_dll_name + ".dll"); String project_dll_dst_path = GodotSharpDirs::get_res_assemblies_dir().plus_file(project_dll_name + ".dll"); ERR_FAIL_COND(!_add_assembly(project_dll_src_path, project_dll_dst_path)); // Add dependencies MonoDomain *prev_domain = mono_domain_get(); MonoDomain *export_domain = GDMonoUtils::create_domain("GodotEngine.ProjectExportDomain"); ERR_FAIL_COND(!export_domain); ERR_FAIL_COND(!mono_domain_set(export_domain, false)); Map dependencies; dependencies.insert("mscorlib", GDMono::get_singleton()->get_corlib_assembly()->get_path()); GDMonoAssembly *scripts_assembly = GDMonoAssembly::load_from(project_dll_name, project_dll_src_path, /* refonly: */ true); ERR_EXPLAIN("Cannot load refonly assembly: " + project_dll_name); ERR_FAIL_COND(!scripts_assembly); Error depend_error = _get_assembly_dependencies(scripts_assembly, dependencies); GDMono::get_singleton()->finalize_and_unload_domain(export_domain); mono_domain_set(prev_domain, false); 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_assembly(depend_src_path, depend_dst_path)); } } bool GodotSharpExport::_add_assembly(const String &p_src_path, const String &p_dst_path) { 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, false); return true; } Error GodotSharpExport::_get_assembly_dependencies(GDMonoAssembly *p_assembly, 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 (ref_name == "mscorlib" || r_dependencies.find(ref_name)) continue; GDMonoAssembly *ref_assembly = NULL; if (!GDMono::get_singleton()->load_assembly(ref_name, ref_aname, &ref_assembly, /* refonly: */ true)) { ERR_EXPLAIN("Cannot load refonly assembly: " + ref_name); ERR_FAIL_V(ERR_CANT_RESOLVE); } r_dependencies.insert(ref_name, ref_assembly->get_path()); Error err = _get_assembly_dependencies(ref_assembly, r_dependencies); if (err != OK) return 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); }