bool CScriptSystem::CompleteInit() { CryLogAlways(" Initializing CryMono ..."); // Create root domain and determine the runtime version we'll be using. m_pRootDomain = new CScriptDomain(eRV_4_30319); m_domains.push_back(m_pRootDomain); CScriptArray::m_pDefaultElementClass = mono_get_object_class(); #ifndef _RELEASE m_pPdb2MdbAssembly = m_pRootDomain->LoadAssembly(PathUtils::GetMonoPath() + "bin\\pdb2mdb.dll"); #endif RegisterPriorityBindings(); m_bFirstReload = true; if(Reload()) { m_bFirstReload = false; RegisterSecondaryBindings(); gEnv->pGameFramework->RegisterListener(this, "CryMono", eFLPriority_Game); gEnv->pSystem->GetISystemEventDispatcher()->RegisterListener(&g_systemEventListener_CryMono); CryModuleMemoryInfo memInfo; CryModuleGetMemoryInfo(&memInfo); IMonoClass *pCryStats = m_pCryBraryAssembly->GetClass("CryStats", "CryEngine.Utilities"); IMonoObject *pMemoryUsage = *pCryStats->GetPropertyValue(NULL, "MemoryUsage"); CryLogAlways(" Initializing CryMono done, MemUsage=%iKb", (memInfo.allocated + pMemoryUsage->Unbox<long>()) / 1024); pMemoryUsage->Release(); } else { CryLogAlways(" Initializing CryMono failed!"); return false; } return true; }
CScriptSystem::CScriptSystem(IGameFramework *pGameFramework) : m_pRootDomain(nullptr) , m_pCryBraryAssembly(nullptr) , m_pPdb2MdbAssembly(nullptr) , m_pScriptManager(nullptr) , m_pScriptDomain(nullptr) , m_bReloading(false) , m_bDetectedChanges(false) , m_bQuitting(false) , m_pConverter(nullptr) , m_bFirstReload(true) , m_pGameFramework(pGameFramework) { CryLogAlways("Initializing Mono Script System"); g_pThis = this; m_pCVars = new SCVars(); g_pMonoCVars = m_pCVars; // We should look into storing mono binaries, configuration as well as scripts via CryPak. mono_set_dirs(PathUtils::GetMonoLibPath(), PathUtils::GetMonoConfigPath()); #ifndef _RELEASE // Enable Mono signal handling // Makes sure that Mono sends back exceptions it tries to handle, for CE crash handling. mono_set_signal_chaining(true); #endif string monoCmdOptions = ""; if(auto *pArg = gEnv->pSystem->GetICmdLine()->FindArg(eCLAT_Pre, "monoArgs")) monoCmdOptions.append(pArg->GetValue()); // Commandline switch -DEBUG makes the process connect to the debugging server. Warning: Failure to connect to a debugging server WILL result in a crash. // This is currently a WIP feature which requires custom MonoDevelop extensions and other irritating things. const ICmdLineArg* arg = gEnv->pSystem->GetICmdLine()->FindArg(eCLAT_Pre, "DEBUG"); if (arg != nullptr) monoCmdOptions.append("--debugger-agent=transport=dt_socket,address=127.0.0.1:65432,embedding=1"); #ifndef _RELEASE else if(g_pMonoCVars->mono_softBreakpoints) // Soft breakpoints not compatible with debugging server { CryLogAlways(" [Performance Warning] Mono soft breakpoints are enabled!"); // Prevents managed null reference exceptions causing crashes in unmanaged code // See: https://bugzilla.xamarin.com/show_bug.cgi?id=5963 monoCmdOptions.append("--soft-breakpoints"); } #endif char *options = new char[monoCmdOptions.size() + 1]; strcpy(options, monoCmdOptions.c_str()); // Note: iPhone requires AOT compilation, this can be enforced via mono options. TODO: Get Crytek to add CryMobile support to the Free SDK. mono_jit_parse_options(1, &options); #ifndef _RELEASE // Required for mdb's to load for detailed stack traces etc. mono_debug_init(MONO_DEBUG_FORMAT_MONO); #endif m_pConverter = new CConverter(); if(!CompleteInit()) { CryLogAlways("CryMono initialization failed!"); return; } RegisterSecondaryBindings(); pGameFramework->RegisterListener(this, "CryMono", FRAMEWORKLISTENERPRIORITY_GAME); gEnv->pSystem->GetISystemEventDispatcher()->RegisterListener(&g_systemEventListener_CryMono); if(IFileChangeMonitor *pFileChangeMonitor = gEnv->pFileChangeMonitor) pFileChangeMonitor->RegisterListener(this, "scripts\\"); CryModuleMemoryInfo memInfo; CryModuleGetMemoryInfo(&memInfo); IMonoClass *pCryStats = m_pCryBraryAssembly->GetClass("CryStats", "CryEngine.Utilities"); IMonoObject *pMemoryUsage = *pCryStats->GetPropertyValue(NULL, "MemoryUsage"); CryLogAlways(" Initializing CryMono done, MemUsage=%iKb", (memInfo.allocated + pMemoryUsage->Unbox<long>()) / 1024); pMemoryUsage->Release(); }