Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7
)
1429 lines
46 KiB
C++
1429 lines
46 KiB
C++
/*************************************************************************/
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/* gd_mono.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "gd_mono.h"
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#include <mono/metadata/environment.h>
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#include <mono/metadata/exception.h>
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#include <mono/metadata/mono-config.h>
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#include <mono/metadata/mono-debug.h>
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#include <mono/metadata/mono-gc.h>
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#include <mono/metadata/profiler.h>
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#include "core/os/dir_access.h"
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#include "core/os/file_access.h"
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#include "core/os/os.h"
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#include "core/os/thread.h"
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#include "core/project_settings.h"
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#include "../csharp_script.h"
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#include "../godotsharp_dirs.h"
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#include "../utils/path_utils.h"
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#include "gd_mono_cache.h"
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#include "gd_mono_class.h"
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#include "gd_mono_marshal.h"
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#include "gd_mono_utils.h"
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#ifdef TOOLS_ENABLED
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#include "main/main.h"
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#endif
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#ifdef ANDROID_ENABLED
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#include "android_mono_config.h"
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#include "support/android_support.h"
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#elif defined(IPHONE_ENABLED)
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#include "support/ios_support.h"
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#endif
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#if defined(TOOL_ENABLED) && defined(GD_MONO_SINGLE_APPDOMAIN)
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// This will no longer be the case if we replace appdomains with AssemblyLoadContext
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#error "Editor build requires support for multiple appdomains"
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#endif
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#if defined(GD_MONO_HOT_RELOAD) && defined(GD_MONO_SINGLE_APPDOMAIN)
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#error "Hot reloading requires multiple appdomains"
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#endif
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// TODO:
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// This has turn into a gigantic mess. There's too much going on here. Too much #ifdef as well.
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// It's just painful to read... It needs to be re-structured. Please, clean this up, future me.
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GDMono *GDMono::singleton = NULL;
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namespace {
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#if defined(JAVASCRIPT_ENABLED)
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extern "C" {
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void mono_wasm_load_runtime(const char *managed_path, int enable_debugging);
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}
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#endif
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#if !defined(JAVASCRIPT_ENABLED)
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void gd_mono_setup_runtime_main_args() {
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CharString execpath = OS::get_singleton()->get_executable_path().utf8();
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List<String> cmdline_args = OS::get_singleton()->get_cmdline_args();
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List<CharString> cmdline_args_utf8;
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Vector<char *> main_args;
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main_args.resize(cmdline_args.size() + 1);
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main_args.write[0] = execpath.ptrw();
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int i = 1;
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for (List<String>::Element *E = cmdline_args.front(); E; E = E->next()) {
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CharString &stored = cmdline_args_utf8.push_back(E->get().utf8())->get();
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main_args.write[i] = stored.ptrw();
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i++;
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}
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mono_runtime_set_main_args(main_args.size(), main_args.ptrw());
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}
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void gd_mono_profiler_init() {
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String profiler_args = GLOBAL_DEF("mono/profiler/args", "log:calls,alloc,sample,output=output.mlpd");
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bool profiler_enabled = GLOBAL_DEF("mono/profiler/enabled", false);
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if (profiler_enabled) {
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mono_profiler_load(profiler_args.utf8());
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return;
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}
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const String env_var_name = "MONO_ENV_OPTIONS";
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if (OS::get_singleton()->has_environment(env_var_name)) {
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const auto mono_env_ops = OS::get_singleton()->get_environment(env_var_name);
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// Usually MONO_ENV_OPTIONS looks like: --profile=jb:prof=timeline,ctl=remote,host=127.0.0.1:55467
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const String prefix = "--profile=";
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if (mono_env_ops.begins_with(prefix)) {
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const auto ops = mono_env_ops.substr(prefix.length(), mono_env_ops.length());
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mono_profiler_load(ops.utf8());
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}
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}
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}
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void gd_mono_debug_init() {
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CharString da_args = OS::get_singleton()->get_environment("GODOT_MONO_DEBUGGER_AGENT").utf8();
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if (da_args.length()) {
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OS::get_singleton()->set_environment("GODOT_MONO_DEBUGGER_AGENT", String());
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}
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#ifdef TOOLS_ENABLED
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int da_port = GLOBAL_DEF("mono/debugger_agent/port", 23685);
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bool da_suspend = GLOBAL_DEF("mono/debugger_agent/wait_for_debugger", false);
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int da_timeout = GLOBAL_DEF("mono/debugger_agent/wait_timeout", 3000);
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if (Engine::get_singleton()->is_editor_hint() ||
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ProjectSettings::get_singleton()->get_resource_path().empty() ||
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Main::is_project_manager()) {
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if (da_args.size() == 0)
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return;
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}
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if (da_args.length() == 0) {
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da_args = String("--debugger-agent=transport=dt_socket,address=127.0.0.1:" + itos(da_port) +
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",embedding=1,server=y,suspend=" + (da_suspend ? "y,timeout=" + itos(da_timeout) : "n"))
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.utf8();
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}
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#else
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if (da_args.length() == 0)
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return; // Exported games don't use the project settings to setup the debugger agent
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#endif
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// Debugging enabled
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mono_debug_init(MONO_DEBUG_FORMAT_MONO);
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// --debugger-agent=help
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const char *options[] = {
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"--soft-breakpoints",
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da_args.get_data()
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};
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mono_jit_parse_options(2, (char **)options);
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}
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#endif // !defined(JAVASCRIPT_ENABLED)
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#if defined(JAVASCRIPT_ENABLED)
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MonoDomain *gd_initialize_mono_runtime() {
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const char *vfs_prefix = "managed";
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int enable_debugging = 0;
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// TODO: Provide a way to enable debugging on WASM release builds.
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#ifdef DEBUG_ENABLED
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enable_debugging = 1;
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#endif
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mono_wasm_load_runtime(vfs_prefix, enable_debugging);
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return mono_get_root_domain();
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}
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#else
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MonoDomain *gd_initialize_mono_runtime() {
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gd_mono_debug_init();
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#if defined(IPHONE_ENABLED) || defined(ANDROID_ENABLED)
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// I don't know whether this actually matters or not
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const char *runtime_version = "mobile";
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#else
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const char *runtime_version = "v4.0.30319";
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#endif
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return mono_jit_init_version("GodotEngine.RootDomain", runtime_version);
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}
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#endif
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} // namespace
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void GDMono::add_mono_shared_libs_dir_to_path() {
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// TODO: Replace this with a mono_dl_fallback
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// By default Mono seems to search shared libraries in the following directories:
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// Current working directory, @executable_path@ and PATH
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// The parent directory of the image file (assembly where the dllimport method is declared)
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// @executable_path@/../lib
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// @executable_path@/../Libraries (__MACH__ only)
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// This does not work when embedding Mono unless we use the same directory structure.
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// To fix this we append the directory containing our shared libraries to PATH.
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#if defined(WINDOWS_ENABLED) || defined(UNIX_ENABLED)
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String path_var("PATH");
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String path_value = OS::get_singleton()->get_environment(path_var);
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#ifdef WINDOWS_ENABLED
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path_value += ';';
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String bundled_bin_dir = GodotSharpDirs::get_data_mono_bin_dir();
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#ifdef TOOLS_ENABLED
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if (DirAccess::exists(bundled_bin_dir)) {
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path_value += bundled_bin_dir;
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} else {
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path_value += mono_reg_info.bin_dir;
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}
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#else
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if (DirAccess::exists(bundled_bin_dir))
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path_value += bundled_bin_dir;
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#endif // TOOLS_ENABLED
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#else
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path_value += ':';
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String bundled_lib_dir = GodotSharpDirs::get_data_mono_lib_dir();
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if (DirAccess::exists(bundled_lib_dir)) {
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path_value += bundled_lib_dir;
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} else {
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// TODO: Do we need to add the lib dir when using the system installed Mono on Unix platforms?
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}
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#endif // WINDOWS_ENABLED
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OS::get_singleton()->set_environment(path_var, path_value);
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#endif // WINDOWS_ENABLED || UNIX_ENABLED
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}
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void GDMono::determine_mono_dirs(String &r_assembly_rootdir, String &r_config_dir) {
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String bundled_assembly_rootdir = GodotSharpDirs::get_data_mono_lib_dir();
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String bundled_config_dir = GodotSharpDirs::get_data_mono_etc_dir();
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#ifdef TOOLS_ENABLED
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#if defined(WINDOWS_ENABLED)
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mono_reg_info = MonoRegUtils::find_mono();
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if (mono_reg_info.assembly_dir.length() && DirAccess::exists(mono_reg_info.assembly_dir)) {
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r_assembly_rootdir = mono_reg_info.assembly_dir;
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}
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if (mono_reg_info.config_dir.length() && DirAccess::exists(mono_reg_info.config_dir)) {
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r_config_dir = mono_reg_info.config_dir;
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}
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#elif defined(OSX_ENABLED)
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const char *c_assembly_rootdir = mono_assembly_getrootdir();
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const char *c_config_dir = mono_get_config_dir();
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if (!c_assembly_rootdir || !c_config_dir || !DirAccess::exists(c_assembly_rootdir) || !DirAccess::exists(c_config_dir)) {
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Vector<const char *> locations;
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locations.push_back("/Library/Frameworks/Mono.framework/Versions/Current/");
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locations.push_back("/usr/local/var/homebrew/linked/mono/");
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for (int i = 0; i < locations.size(); i++) {
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String hint_assembly_rootdir = path::join(locations[i], "lib");
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String hint_mscorlib_path = path::join(hint_assembly_rootdir, "mono", "4.5", "mscorlib.dll");
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String hint_config_dir = path::join(locations[i], "etc");
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if (FileAccess::exists(hint_mscorlib_path) && DirAccess::exists(hint_config_dir)) {
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r_assembly_rootdir = hint_assembly_rootdir;
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r_config_dir = hint_config_dir;
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break;
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}
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}
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}
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#endif
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if (DirAccess::exists(bundled_assembly_rootdir)) {
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r_assembly_rootdir = bundled_assembly_rootdir;
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}
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if (DirAccess::exists(bundled_config_dir)) {
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r_config_dir = bundled_config_dir;
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}
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#ifdef WINDOWS_ENABLED
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if (r_assembly_rootdir.empty() || r_config_dir.empty()) {
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ERR_PRINT("Cannot find Mono in the registry.");
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// Assertion: if they are not set, then they weren't found in the registry
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CRASH_COND(mono_reg_info.assembly_dir.length() > 0 || mono_reg_info.config_dir.length() > 0);
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}
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#endif // WINDOWS_ENABLED
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#else
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// Export templates always use the bundled directories
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r_assembly_rootdir = bundled_assembly_rootdir;
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r_config_dir = bundled_config_dir;
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#endif
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}
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void GDMono::initialize() {
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ERR_FAIL_NULL(Engine::get_singleton());
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print_verbose("Mono: Initializing module...");
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char *runtime_build_info = mono_get_runtime_build_info();
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print_verbose("Mono JIT compiler version " + String(runtime_build_info));
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mono_free(runtime_build_info);
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_init_godot_api_hashes();
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_init_exception_policy();
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GDMonoLog::get_singleton()->initialize();
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#if !defined(JAVASCRIPT_ENABLED)
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String assembly_rootdir;
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String config_dir;
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determine_mono_dirs(assembly_rootdir, config_dir);
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// Leak if we call mono_set_dirs more than once
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mono_set_dirs(assembly_rootdir.length() ? assembly_rootdir.utf8().get_data() : NULL,
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config_dir.length() ? config_dir.utf8().get_data() : NULL);
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add_mono_shared_libs_dir_to_path();
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#endif
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#ifdef ANDROID_ENABLED
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mono_config_parse_memory(get_godot_android_mono_config().utf8().get_data());
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#else
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mono_config_parse(NULL);
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#endif
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#if defined(ANDROID_ENABLED)
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gdmono::android::support::initialize();
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#elif defined(IPHONE_ENABLED)
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gdmono::ios::support::initialize();
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#endif
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GDMonoAssembly::initialize();
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#if !defined(JAVASCRIPT_ENABLED)
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gd_mono_profiler_init();
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#endif
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mono_install_unhandled_exception_hook(&unhandled_exception_hook, NULL);
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#ifndef TOOLS_ENABLED
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// Exported games that don't use C# must still work. They likely don't ship with mscorlib.
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// We only initialize the Mono runtime if we can find mscorlib. Otherwise it would crash.
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if (GDMonoAssembly::find_assembly("mscorlib.dll").empty()) {
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print_verbose("Mono: Skipping runtime initialization because 'mscorlib.dll' could not be found");
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return;
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}
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#endif
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#if !defined(NO_MONO_THREADS_SUSPEND_WORKAROUND)
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// FIXME: Temporary workaround. See: https://github.com/godotengine/godot/issues/29812
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if (!OS::get_singleton()->has_environment("MONO_THREADS_SUSPEND")) {
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OS::get_singleton()->set_environment("MONO_THREADS_SUSPEND", "preemptive");
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}
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#endif
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// NOTE: Internal calls must be registered after the Mono runtime initialization.
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// Otherwise registration fails with the error: 'assertion 'hash != NULL' failed'.
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root_domain = gd_initialize_mono_runtime();
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ERR_FAIL_NULL_MSG(root_domain, "Mono: Failed to initialize runtime.");
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GDMonoUtils::set_main_thread(GDMonoUtils::get_current_thread());
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#if !defined(JAVASCRIPT_ENABLED)
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gd_mono_setup_runtime_main_args(); // Required for System.Environment.GetCommandLineArgs
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#endif
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runtime_initialized = true;
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print_verbose("Mono: Runtime initialized");
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#if defined(ANDROID_ENABLED)
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gdmono::android::support::register_internal_calls();
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#endif
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// mscorlib assembly MUST be present at initialization
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bool corlib_loaded = _load_corlib_assembly();
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ERR_FAIL_COND_MSG(!corlib_loaded, "Mono: Failed to load mscorlib assembly.");
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#ifndef GD_MONO_SINGLE_APPDOMAIN
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Error domain_load_err = _load_scripts_domain();
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ERR_FAIL_COND_MSG(domain_load_err != OK, "Mono: Failed to load scripts domain.");
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#else
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scripts_domain = root_domain;
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#endif
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_register_internal_calls();
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print_verbose("Mono: INITIALIZED");
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}
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void GDMono::initialize_load_assemblies() {
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#ifndef MONO_GLUE_ENABLED
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CRASH_NOW_MSG("Mono: This binary was built with 'mono_glue=no'; cannot load assemblies.");
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#endif
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// Load assemblies. The API and tools assemblies are required,
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// the application is aborted if these assemblies cannot be loaded.
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_load_api_assemblies();
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#if defined(TOOLS_ENABLED)
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bool tool_assemblies_loaded = _load_tools_assemblies();
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CRASH_COND_MSG(!tool_assemblies_loaded, "Mono: Failed to load '" TOOLS_ASM_NAME "' assemblies.");
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if (Main::is_project_manager())
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return;
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#endif
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// Load the project's main assembly. This doesn't necessarily need to succeed.
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|
// The game may not be using .NET at all, or if the project does use .NET and
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// we're running in the editor, it may just happen to be it wasn't built yet.
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if (!_load_project_assembly()) {
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if (OS::get_singleton()->is_stdout_verbose())
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print_error("Mono: Failed to load project assembly");
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}
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}
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bool GDMono::_are_api_assemblies_out_of_sync() {
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bool out_of_sync = core_api_assembly.assembly && (core_api_assembly.out_of_sync || !GDMonoCache::cached_data.godot_api_cache_updated);
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#ifdef TOOLS_ENABLED
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if (!out_of_sync)
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out_of_sync = editor_api_assembly.assembly && editor_api_assembly.out_of_sync;
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#endif
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return out_of_sync;
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}
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namespace GodotSharpBindings {
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#ifdef MONO_GLUE_ENABLED
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uint64_t get_core_api_hash();
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#ifdef TOOLS_ENABLED
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|
uint64_t get_editor_api_hash();
|
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#endif
|
|
uint32_t get_bindings_version();
|
|
uint32_t get_cs_glue_version();
|
|
|
|
void register_generated_icalls();
|
|
|
|
#else
|
|
|
|
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();
|
|
}
|
|
|
|
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::_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.");
|
|
}
|
|
|
|
#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 && DEBUG_METHODS_ENABLED
|
|
}
|
|
|
|
void GDMono::_init_exception_policy() {
|
|
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;
|
|
}
|
|
}
|
|
|
|
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) {
|
|
|
|
if (p_name == "mscorlib" && corlib_assembly)
|
|
return corlib_assembly;
|
|
|
|
MonoDomain *domain = mono_domain_get();
|
|
uint32_t domain_id = domain ? mono_domain_get_id(domain) : 0;
|
|
GDMonoAssembly **result = assemblies[domain_id].getptr(p_name);
|
|
return result ? *result : NULL;
|
|
}
|
|
|
|
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);
|
|
#endif
|
|
|
|
return load_assembly(p_name, p_aname, r_assembly, p_refonly, GDMonoAssembly::get_default_search_dirs());
|
|
}
|
|
|
|
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
|
|
|
|
print_verbose("Mono: Loading assembly " + p_name + (p_refonly ? " (refonly)" : "") + "...");
|
|
|
|
GDMonoAssembly *assembly = GDMonoAssembly::load(p_name, p_aname, p_refonly, p_search_dirs);
|
|
|
|
if (!assembly)
|
|
return false;
|
|
|
|
*r_assembly = 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;
|
|
|
|
*r_assembly = assembly;
|
|
|
|
print_verbose("Mono: Assembly " + p_name + (p_refonly ? " (refonly)" : "") + " loaded from path: " + (*r_assembly)->get_path());
|
|
|
|
return true;
|
|
}
|
|
|
|
ApiAssemblyInfo::Version ApiAssemblyInfo::Version::get_from_loaded_assembly(GDMonoAssembly *p_api_assembly, ApiAssemblyInfo::Type p_api_type) {
|
|
ApiAssemblyInfo::Version api_assembly_version;
|
|
|
|
const char *nativecalls_name = p_api_type == ApiAssemblyInfo::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<uint64_t>(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<uint32_t>(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<uint32_t>(cs_glue_ver_field->get_value(NULL));
|
|
}
|
|
|
|
return api_assembly_version;
|
|
}
|
|
|
|
String ApiAssemblyInfo::to_string(ApiAssemblyInfo::Type p_type) {
|
|
return p_type == ApiAssemblyInfo::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)
|
|
GDMonoCache::update_corlib_cache();
|
|
|
|
return success;
|
|
}
|
|
|
|
#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;
|
|
|
|
// 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;
|
|
}
|
|
}
|
|
|
|
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 + "'.");
|
|
|
|
String assembly_file = assembly_name + ".dll";
|
|
if (da->copy(src_dir.plus_file(assembly_file), dst_dir.plus_file(assembly_file)) != OK) {
|
|
ERR_PRINTS("Failed to copy '" + assembly_file + "'.");
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
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");
|
|
|
|
if (!FileAccess::exists(cached_api_hash_path))
|
|
return false;
|
|
|
|
Ref<ConfigFile> cfg;
|
|
cfg.instance();
|
|
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;
|
|
}
|
|
|
|
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");
|
|
|
|
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.instance();
|
|
|
|
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: */ NULL)) {
|
|
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.")))
|
|
|
|
String dst_assemblies_dir = GodotSharpDirs::get_res_assemblies_base_dir().plus_file(p_config);
|
|
|
|
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");
|
|
|
|
bool api_assemblies_out_of_sync = false;
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
|
|
// Cache the api hash of the assemblies we just copied
|
|
create_cached_api_hash_for(dst_assemblies_dir);
|
|
|
|
return String(); // Updated successfully
|
|
|
|
#undef FAIL_REASON
|
|
}
|
|
#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 = !Main::is_project_manager() ?
|
|
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);
|
|
#else
|
|
bool success = load_assembly(CORE_API_ASSEMBLY_NAME, &r_loaded_api_assembly.assembly, p_refonly);
|
|
#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;
|
|
}
|
|
|
|
return success;
|
|
}
|
|
|
|
#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 = !Main::is_project_manager() ?
|
|
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;
|
|
}
|
|
#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
|
|
if (!_load_editor_api_assembly(r_editor_api_assembly, p_config, p_refonly)) {
|
|
if (OS::get_singleton()->is_stdout_verbose())
|
|
print_error("Mono: Failed to load Editor API 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(Main::is_project_manager(), "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.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.");
|
|
}
|
|
|
|
#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.");
|
|
}
|
|
}
|
|
}
|
|
|
|
#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 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
|
|
GDMonoClass *debug_utils = get_core_api_assembly()->get_class(BINDINGS_NAMESPACE, "DebuggingUtils");
|
|
GDMonoMethod *install_func = debug_utils->get_method("InstallTraceListener");
|
|
|
|
MonoException *exc = NULL;
|
|
install_func->invoke_raw(NULL, NULL, &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 != NULL, 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 = NULL;
|
|
#ifdef TOOLS_ENABLED
|
|
editor_api_assembly.assembly = NULL;
|
|
#endif
|
|
|
|
project_assembly = NULL;
|
|
#ifdef TOOLS_ENABLED
|
|
tools_assembly = NULL;
|
|
tools_project_editor_assembly = NULL;
|
|
#endif
|
|
|
|
MonoDomain *domain = scripts_domain;
|
|
scripts_domain = NULL;
|
|
|
|
print_verbose("Mono: Unloading scripts domain...");
|
|
|
|
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;
|
|
}
|
|
#endif
|
|
|
|
#ifdef GD_MONO_HOT_RELOAD
|
|
Error GDMono::reload_scripts_domain() {
|
|
|
|
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.");
|
|
|
|
// 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 tools_assemblies_loaded = _load_tools_assemblies();
|
|
CRASH_COND_MSG(!tools_assemblies_loaded, "Mono: Failed to load '" TOOLS_ASM_NAME "' assemblies.");
|
|
#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
|
|
|
|
#ifndef GD_MONO_SINGLE_APPDOMAIN
|
|
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;
|
|
}
|
|
#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);
|
|
|
|
uint32_t domain_id = mono_domain_get_id(mono_domain_get());
|
|
HashMap<String, GDMonoAssembly *> &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) {
|
|
|
|
GDMonoClass *klass = corlib_assembly->get_class(p_namespace, p_name);
|
|
if (klass)
|
|
return klass;
|
|
|
|
uint32_t domain_id = mono_domain_get_id(mono_domain_get());
|
|
HashMap<String, GDMonoAssembly *> &domain_assemblies = assemblies[domain_id];
|
|
|
|
const String *k = NULL;
|
|
while ((k = domain_assemblies.next(k))) {
|
|
GDMonoAssembly *assembly = domain_assemblies.get(*k);
|
|
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<String, GDMonoAssembly *> &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;
|
|
|
|
corlib_assembly = NULL;
|
|
project_assembly = NULL;
|
|
#ifdef TOOLS_ENABLED
|
|
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()) {
|
|
#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 = NULL;
|
|
|
|
project_assembly = NULL;
|
|
|
|
root_domain = NULL;
|
|
scripts_domain = NULL;
|
|
|
|
// Leave the rest to 'mono_jit_cleanup'
|
|
#endif
|
|
|
|
const uint32_t *k = NULL;
|
|
while ((k = assemblies.next(k))) {
|
|
HashMap<String, GDMonoAssembly *> &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 defined(ANDROID_ENABLED)
|
|
gdmono::android::support::cleanup();
|
|
#endif
|
|
|
|
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() {
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return mono_runtime_is_shutting_down();
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}
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bool _GodotSharp::is_runtime_initialized() {
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return GDMono::get_singleton()->is_runtime_initialized();
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}
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void _GodotSharp::_reload_assemblies(bool p_soft_reload) {
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#ifdef GD_MONO_HOT_RELOAD
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// This method may be called more than once with `call_deferred`, so we need to check
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// again if reloading is needed to avoid reloading multiple times unnecessarily.
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if (CSharpLanguage::get_singleton()->is_assembly_reloading_needed())
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CSharpLanguage::get_singleton()->reload_assemblies(p_soft_reload);
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#endif
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}
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void _GodotSharp::_bind_methods() {
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ClassDB::bind_method(D_METHOD("attach_thread"), &_GodotSharp::attach_thread);
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ClassDB::bind_method(D_METHOD("detach_thread"), &_GodotSharp::detach_thread);
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ClassDB::bind_method(D_METHOD("get_domain_id"), &_GodotSharp::get_domain_id);
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ClassDB::bind_method(D_METHOD("get_scripts_domain_id"), &_GodotSharp::get_scripts_domain_id);
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ClassDB::bind_method(D_METHOD("is_scripts_domain_loaded"), &_GodotSharp::is_scripts_domain_loaded);
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ClassDB::bind_method(D_METHOD("is_domain_finalizing_for_unload", "domain_id"), &_GodotSharp::_is_domain_finalizing_for_unload);
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ClassDB::bind_method(D_METHOD("is_runtime_shutting_down"), &_GodotSharp::is_runtime_shutting_down);
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ClassDB::bind_method(D_METHOD("is_runtime_initialized"), &_GodotSharp::is_runtime_initialized);
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ClassDB::bind_method(D_METHOD("_reload_assemblies"), &_GodotSharp::_reload_assemblies);
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}
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_GodotSharp::_GodotSharp() {
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singleton = this;
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}
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_GodotSharp::~_GodotSharp() {
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singleton = NULL;
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}
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