Beispiel #1
0
void godot_icall_BuildInstance_get_MSBuildInfo(MonoString **r_msbuild_path, MonoString **r_framework_path) {

	GodotSharpBuilds::BuildTool build_tool = GodotSharpBuilds::BuildTool(int(EditorSettings::get_singleton()->get("mono/builds/build_tool")));

#if defined(WINDOWS_ENABLED)
	switch (build_tool) {
		case GodotSharpBuilds::MSBUILD: {
			static String msbuild_tools_path = MonoRegUtils::find_msbuild_tools_path();

			if (msbuild_tools_path.length()) {
				if (!msbuild_tools_path.ends_with("\\"))
					msbuild_tools_path += "\\";

				// FrameworkPathOverride
				const MonoRegInfo &mono_reg_info = GDMono::get_singleton()->get_mono_reg_info();
				if (mono_reg_info.assembly_dir.length()) {
					*r_msbuild_path = GDMonoMarshal::mono_string_from_godot(msbuild_tools_path + "MSBuild.exe");

					String framework_path = path_join(mono_reg_info.assembly_dir, "mono", "4.5");
					*r_framework_path = GDMonoMarshal::mono_string_from_godot(framework_path);
				} else {
					ERR_PRINT("Cannot find Mono's assemblies directory in the registry");
				}

				return;
			}

			if (OS::get_singleton()->is_stdout_verbose())
				OS::get_singleton()->print("Cannot find System's MSBuild. Trying with Mono's...\n");
		} // fall through
		case GodotSharpBuilds::MSBUILD_MONO: {
			String msbuild_path = GDMono::get_singleton()->get_mono_reg_info().bin_dir.plus_file("msbuild.bat");

			if (!FileAccess::exists(msbuild_path)) {
				WARN_PRINTS("Cannot find msbuild ('mono/builds/build_tool'). Tried with path: " + msbuild_path);
			}

			*r_msbuild_path = GDMonoMarshal::mono_string_from_godot(msbuild_path);

			return;
		} break;
		default:
			ERR_EXPLAIN("You don't deserve to live");
			CRASH_NOW();
	}
#elif defined(UNIX_ENABLED)
	static String msbuild_path = _find_build_engine_on_unix("msbuild");
	static String xbuild_path = _find_build_engine_on_unix("xbuild");

	if (build_tool != GodotSharpBuilds::XBUILD) {
		if (msbuild_path.empty()) {
			WARN_PRINT("Cannot find msbuild ('mono/builds/build_tool').");
			return;
		}
	} else {
		if (xbuild_path.empty()) {
			WARN_PRINT("Cannot find xbuild ('mono/builds/build_tool').");
			return;
		}
	}

	*r_msbuild_path = GDMonoMarshal::mono_string_from_godot(build_tool != GodotSharpBuilds::XBUILD ? msbuild_path : xbuild_path);

	return;
#else
	ERR_PRINT("Not implemented on this platform");
	return;
#endif
}
Beispiel #2
0
void GDMono::initialize() {

	ERR_FAIL_NULL(Engine::get_singleton());

	print_verbose("Mono: Initializing module...");

#ifdef DEBUG_METHODS_ENABLED
	_initialize_and_check_api_hashes();
#endif

	GDMonoLog::get_singleton()->initialize();

#ifdef MONO_PRINT_HANDLER_ENABLED
	mono_trace_set_print_handler(gdmono_MonoPrintCallback);
	mono_trace_set_printerr_handler(gdmono_MonoPrintCallback);
#endif

#ifdef WINDOWS_ENABLED
	mono_reg_info = MonoRegUtils::find_mono();

	CharString assembly_dir;
	CharString config_dir;

	if (mono_reg_info.assembly_dir.length() && DirAccess::exists(mono_reg_info.assembly_dir)) {
		assembly_dir = mono_reg_info.assembly_dir.utf8();
	}

	if (mono_reg_info.config_dir.length() && DirAccess::exists(mono_reg_info.config_dir)) {
		config_dir = mono_reg_info.config_dir.utf8();
	}

	mono_set_dirs(assembly_dir.length() ? assembly_dir.get_data() : NULL,
			config_dir.length() ? config_dir.get_data() : NULL);
#elif OSX_ENABLED
	mono_set_dirs(NULL, NULL);

	{
		const char *assembly_rootdir = mono_assembly_getrootdir();
		const char *config_dir = mono_get_config_dir();

		if (!assembly_rootdir || !config_dir || !DirAccess::exists(assembly_rootdir) || !DirAccess::exists(config_dir)) {
			Vector<const char *> 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)) {
					mono_set_dirs(hint_assembly_rootdir.utf8().get_data(), hint_config_dir.utf8().get_data());
					break;
				}
			}
		}
	}
#else
	mono_set_dirs(NULL, NULL);
#endif

	GDMonoAssembly::initialize();

#ifdef DEBUG_ENABLED
	gdmono_debug_init();
#endif

	mono_config_parse(NULL);

	mono_install_unhandled_exception_hook(&unhandled_exception_hook, NULL);

	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());

#ifdef TOOLS_ENABLED
	// The tools domain must be loaded here, before the scripts domain.
	// Otherwise domain unload on the scripts domain will hang indefinitely.

	ERR_EXPLAIN("Mono: Failed to load tools domain");
	ERR_FAIL_COND(_load_tools_domain() != OK);

	// TODO move to editor init callback, and do it lazily when required before editor init (e.g.: bindings generation)
	ERR_EXPLAIN("Mono: Failed to load Editor Tools assembly");
	ERR_FAIL_COND(!_load_editor_tools_assembly());
#endif

	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();

	// The following assemblies are not required at initialization
#ifdef MONO_GLUE_ENABLED
	if (_load_api_assemblies()) {
		if (!core_api_assembly_out_of_sync && !editor_api_assembly_out_of_sync && GDMonoUtils::mono_cache.godot_api_cache_updated) {
			// Everything is fine with the api assemblies, load the project assembly
			_load_project_assembly();
		} else {
#ifdef TOOLS_ENABLED
			// The assembly was successfully loaded, but the full api could not be cached.
			// This is most likely an outdated assembly loaded because of an invalid version in the metadata,
			// so we invalidate the version in the metadata and unload the script domain.

			if (core_api_assembly_out_of_sync) {
				ERR_PRINT("The loaded Core API assembly is out of sync");
				metadata_set_api_assembly_invalidated(APIAssembly::API_CORE, true);
			} else if (!GDMonoUtils::mono_cache.godot_api_cache_updated) {
				ERR_PRINT("The loaded Core API assembly is in sync, but the cache update failed");
				metadata_set_api_assembly_invalidated(APIAssembly::API_CORE, true);
			}

			if (editor_api_assembly_out_of_sync) {
				ERR_PRINT("The loaded Editor API assembly is out of sync");
				metadata_set_api_assembly_invalidated(APIAssembly::API_EDITOR, true);
			}

			print_line("Mono: Proceeding to unload scripts domain because of invalid API assemblies.");

			Error err = _unload_scripts_domain();
			if (err != OK) {
				WARN_PRINT("Mono: Failed to unload scripts domain");
			}
#else
			ERR_PRINT("The loaded API assembly is invalid");
			CRASH_NOW();
#endif
		}
	}
#else
	print_verbose("Mono: Glue disabled, ignoring script assemblies.");
#endif

	print_verbose("Mono: INITIALIZED");
}