godot/modules/mono/mono_gd/gd_mono.h
Ignacio Roldán Etcheverry f744d99179 C#: Restructure code prior move to .NET Core
The main focus here was to remove the majority of code that relied on
Mono's embedding APIs, specially the reflection APIs. The embedding
APIs we still use are the bare minimum we need for things to work.
A lot of code was moved to C#. We no longer deal with any managed
objects (`MonoObject*`, and such) in native code, and all marshaling
is done in C#.

The reason for restructuring the code and move away from embedding APIs
is that once we move to .NET Core, we will be limited by the much more
minimal .NET hosting.

PERFORMANCE REGRESSIONS
-----------------------

Some parts of the code were written with little to no concern about
performance. This includes code that calls into script methods and
accesses script fields, properties and events.
The reason for this is that all of that will be moved to source
generators, so any work prior to that would be a waste of time.

DISABLED FEATURES
-----------------

Some code was removed as it no longer makes sense (or won't make sense
in the future).
Other parts were commented out with `#if 0`s and TODO warnings because
it doesn't make much sense to work on them yet as those parts will
change heavily when we switch to .NET Core but also when we start
introducing source generators.
As such, the following features were disabled temporarily:
- Assembly-reloading (will be done with ALCs in .NET Core).
- Properties/fields exports and script method listing (will be
  handled by source generators in the future).
- Exception logging in the editor and stack info for errors.
- Exporting games.
- Building of C# projects. We no longer copy the Godot API assemblies
  to the project directory, so MSBuild won't be able to find them. The
  idea is to turn them into NuGet packages in the future, which could
  also be obtained from local NuGet sources during development.
2021-09-22 06:38:00 +02:00

277 lines
8.2 KiB
C++

/*************************************************************************/
/* gd_mono.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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. */
/*************************************************************************/
#ifndef GD_MONO_H
#define GD_MONO_H
#include "core/io/config_file.h"
#include "../godotsharp_defs.h"
#include "gd_mono_assembly.h"
#include "gd_mono_log.h"
#ifdef WINDOWS_ENABLED
#include "../utils/mono_reg_utils.h"
#endif
class GDMono {
public:
enum UnhandledExceptionPolicy {
POLICY_TERMINATE_APP,
POLICY_LOG_ERROR
};
private:
bool runtime_initialized;
bool finalizing_scripts_domain;
UnhandledExceptionPolicy unhandled_exception_policy;
MonoDomain *root_domain;
MonoDomain *scripts_domain;
HashMap<int32_t, HashMap<String, GDMonoAssembly *>> assemblies;
GDMonoAssembly *corlib_assembly;
GDMonoAssembly *project_assembly;
#ifdef TOOLS_ENABLED
GDMonoAssembly *tools_assembly;
GDMonoAssembly *tools_project_editor_assembly;
#endif
GDMonoAssembly *core_api_assembly;
GDMonoAssembly *editor_api_assembly;
bool _load_core_api_assembly(GDMonoAssembly **r_loaded_api_assembly, const String &p_config);
#ifdef TOOLS_ENABLED
bool _load_editor_api_assembly(GDMonoAssembly **r_loaded_api_assembly, const String &p_config);
#endif
static bool _on_core_api_assembly_loaded();
bool _load_corlib_assembly();
#ifdef TOOLS_ENABLED
bool _load_tools_assemblies();
#endif
bool _load_project_assembly();
bool _try_load_api_assemblies();
void _install_trace_listener();
void _register_internal_calls();
#ifndef GD_MONO_SINGLE_APPDOMAIN
Error _load_scripts_domain();
Error _unload_scripts_domain();
#endif
void _domain_assemblies_cleanup(int32_t p_domain_id);
uint64_t api_core_hash;
#ifdef TOOLS_ENABLED
uint64_t api_editor_hash;
#endif
void _init_godot_api_hashes();
void _init_exception_policy();
GDMonoLog *gdmono_log;
#if defined(WINDOWS_ENABLED) && defined(TOOLS_ENABLED)
MonoRegInfo mono_reg_info;
#endif
void add_mono_shared_libs_dir_to_path();
void determine_mono_dirs(String &r_assembly_rootdir, String &r_config_dir);
protected:
static GDMono *singleton;
public:
#ifdef DEBUG_METHODS_ENABLED
uint64_t get_api_core_hash() {
if (api_core_hash == 0) {
api_core_hash = ClassDB::get_api_hash(ClassDB::API_CORE);
}
return api_core_hash;
}
#ifdef TOOLS_ENABLED
uint64_t get_api_editor_hash() {
if (api_editor_hash == 0) {
api_editor_hash = ClassDB::get_api_hash(ClassDB::API_EDITOR);
}
return api_editor_hash;
}
#endif // TOOLS_ENABLED
#endif // DEBUG_METHODS_ENABLED
_FORCE_INLINE_ static String get_expected_api_build_config() {
#ifdef TOOLS_ENABLED
return "Debug";
#else
#ifdef DEBUG_ENABLED
return "Debug";
#else
return "Release";
#endif
#endif
}
static GDMono *get_singleton() { return singleton; }
[[noreturn]] static void unhandled_exception_hook(MonoObject *p_exc, void *p_user_data);
UnhandledExceptionPolicy get_unhandled_exception_policy() const { return unhandled_exception_policy; }
// Do not use these, unless you know what you're doing
void add_assembly(int32_t p_domain_id, GDMonoAssembly *p_assembly);
GDMonoAssembly *get_loaded_assembly(const String &p_name);
_FORCE_INLINE_ bool is_runtime_initialized() const { return runtime_initialized && !mono_runtime_is_shutting_down() /* stays true after shutdown finished */; }
_FORCE_INLINE_ bool is_finalizing_scripts_domain() { return finalizing_scripts_domain; }
_FORCE_INLINE_ MonoDomain *get_scripts_domain() { return scripts_domain; }
_FORCE_INLINE_ GDMonoAssembly *get_corlib_assembly() const { return corlib_assembly; }
_FORCE_INLINE_ GDMonoAssembly *get_core_api_assembly() const { return core_api_assembly; }
_FORCE_INLINE_ GDMonoAssembly *get_project_assembly() const { return project_assembly; }
#ifdef TOOLS_ENABLED
_FORCE_INLINE_ GDMonoAssembly *get_tools_assembly() const { return tools_assembly; }
#endif
#if defined(WINDOWS_ENABLED) && defined(TOOLS_ENABLED)
const MonoRegInfo &get_mono_reg_info() { return mono_reg_info; }
#endif
#ifdef GD_MONO_HOT_RELOAD
Error reload_scripts_domain();
#endif
bool load_assembly(const String &p_name, GDMonoAssembly **r_assembly);
bool load_assembly(const String &p_name, MonoAssemblyName *p_aname, GDMonoAssembly **r_assembly);
bool load_assembly(const String &p_name, MonoAssemblyName *p_aname, GDMonoAssembly **r_assembly, const Vector<String> &p_search_dirs);
bool load_assembly_from(const String &p_name, const String &p_path, GDMonoAssembly **r_assembly);
Error finalize_and_unload_domain(MonoDomain *p_domain);
void initialize();
void initialize_load_assemblies();
GDMono();
~GDMono();
};
namespace gdmono {
class ScopeDomain {
MonoDomain *prev_domain;
public:
ScopeDomain(MonoDomain *p_domain) {
prev_domain = mono_domain_get();
if (prev_domain != p_domain) {
mono_domain_set(p_domain, false);
} else {
prev_domain = nullptr;
}
}
~ScopeDomain() {
if (prev_domain) {
mono_domain_set(prev_domain, false);
}
}
};
class ScopeExitDomainUnload {
MonoDomain *domain;
public:
ScopeExitDomainUnload(MonoDomain *p_domain) :
domain(p_domain) {
}
~ScopeExitDomainUnload() {
if (domain) {
GDMono::get_singleton()->finalize_and_unload_domain(domain);
}
}
};
} // namespace gdmono
#define _GDMONO_SCOPE_DOMAIN_(m_mono_domain) \
gdmono::ScopeDomain __gdmono__scope__domain__(m_mono_domain); \
(void)__gdmono__scope__domain__;
#define _GDMONO_SCOPE_EXIT_DOMAIN_UNLOAD_(m_mono_domain) \
gdmono::ScopeExitDomainUnload __gdmono__scope__exit__domain__unload__(m_mono_domain); \
(void)__gdmono__scope__exit__domain__unload__;
namespace mono_bind {
class GodotSharp : public Object {
GDCLASS(GodotSharp, Object);
friend class GDMono;
bool _is_domain_finalizing_for_unload(int32_t p_domain_id);
void _reload_assemblies(bool p_soft_reload);
protected:
static GodotSharp *singleton;
static void _bind_methods();
public:
static GodotSharp *get_singleton() { return singleton; }
void attach_thread();
void detach_thread();
int32_t get_domain_id();
int32_t get_scripts_domain_id();
bool is_scripts_domain_loaded();
bool is_domain_finalizing_for_unload(int32_t p_domain_id);
bool is_domain_finalizing_for_unload(MonoDomain *p_domain);
bool is_runtime_shutting_down();
bool is_runtime_initialized();
GodotSharp();
~GodotSharp();
};
} // namespace mono_bind
#endif // GD_MONO_H