Exemple #1
0
float CMonoActor::GetMaxHealth() const
{
	IMonoObject *pResult = *m_pScript->GetPropertyValue("MaxHealth");
	float health = pResult->Unbox<float>();
	pResult->Release();

	return health;
}
void CCryScriptInstance::SetManagedObject(MonoObject *newObject, bool allowGC)
{
	CScriptObject::SetManagedObject(newObject, allowGC);

	IMonoObject *pScriptIdResult = *GetPropertyValue("ScriptId");
	m_scriptId = pScriptIdResult->Unbox<int>();
	pScriptIdResult->Release();
}
Exemple #3
0
void CMonoActor::OnScriptInstanceInitialized(ICryScriptInstance *pScriptInstance)
{
	mono::object pIdResult = pScriptInstance->GetPropertyValue("Id", false);
	if(pIdResult)
	{
		IMonoObject *pObject = *pIdResult;
		EntityId id = pObject->Unbox<EntityId>();
		pObject->Release();

		if(id == GetEntityId())
			m_pScript = pScriptInstance;
	}
}
Exemple #4
0
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;
}
Exemple #5
0
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();
}