| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144 | /*************************************************************************//*  godotsharp_export.cpp                                                *//*************************************************************************//*                       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.                *//*************************************************************************/#include "godotsharp_export.h"#include <mono/metadata/image.h>#include "core/config/project_settings.h"#include "core/io/file_access_pack.h"#include "core/os/os.h"#include "../mono_gd/gd_mono.h"#include "../mono_gd/gd_mono_assembly.h"#include "../mono_gd/gd_mono_cache.h"#include "../utils/macros.h"namespace GodotSharpExport {MonoAssemblyName *new_mono_assembly_name() {	// Mono has no public API to create an empty MonoAssemblyName and the struct is private.	// As such the only way to create it is with a stub name and then clear it.	MonoAssemblyName *aname = mono_assembly_name_new("stub");	CRASH_COND(aname == nullptr);	mono_assembly_name_free(aname); // Frees the string fields, not the struct	return aname;}struct AssemblyRefInfo {	String name;	uint16_t major = 0;	uint16_t minor = 0;	uint16_t build = 0;	uint16_t revision = 0;};AssemblyRefInfo get_assemblyref_name(MonoImage *p_image, int index) {	const MonoTableInfo *table_info = mono_image_get_table_info(p_image, MONO_TABLE_ASSEMBLYREF);	uint32_t cols[MONO_ASSEMBLYREF_SIZE];	mono_metadata_decode_row(table_info, index, cols, MONO_ASSEMBLYREF_SIZE);	return {		String::utf8(mono_metadata_string_heap(p_image, cols[MONO_ASSEMBLYREF_NAME])),		(uint16_t)cols[MONO_ASSEMBLYREF_MAJOR_VERSION],		(uint16_t)cols[MONO_ASSEMBLYREF_MINOR_VERSION],		(uint16_t)cols[MONO_ASSEMBLYREF_BUILD_NUMBER],		(uint16_t)cols[MONO_ASSEMBLYREF_REV_NUMBER]	};}Error get_assembly_dependencies(GDMonoAssembly *p_assembly, MonoAssemblyName *reusable_aname, const Vector<String> &p_search_dirs, Dictionary &r_assembly_dependencies) {	MonoImage *image = p_assembly->get_image();	for (int i = 0; i < mono_image_get_table_rows(image, MONO_TABLE_ASSEMBLYREF); i++) {		AssemblyRefInfo ref_info = get_assemblyref_name(image, i);		const String &ref_name = ref_info.name;		if (r_assembly_dependencies.has(ref_name)) {			continue;		}		mono_assembly_get_assemblyref(image, i, reusable_aname);		GDMonoAssembly *ref_assembly = nullptr;		if (!GDMono::get_singleton()->load_assembly(ref_name, reusable_aname, &ref_assembly, /* refonly: */ true, p_search_dirs)) {			ERR_FAIL_V_MSG(ERR_CANT_RESOLVE, "Cannot load assembly (refonly): '" + ref_name + "'.");		}		r_assembly_dependencies[ref_name] = ref_assembly->get_path();		Error err = get_assembly_dependencies(ref_assembly, reusable_aname, p_search_dirs, r_assembly_dependencies);		ERR_FAIL_COND_V_MSG(err != OK, err, "Cannot load one of the dependencies for the assembly: '" + ref_name + "'.");	}	return OK;}Error get_exported_assembly_dependencies(const Dictionary &p_initial_assemblies,		const String &p_build_config, const String &p_custom_bcl_dir, Dictionary &r_assembly_dependencies) {	MonoDomain *export_domain = GDMonoUtils::create_domain("GodotEngine.Domain.ProjectExport");	ERR_FAIL_NULL_V(export_domain, FAILED);	_GDMONO_SCOPE_EXIT_DOMAIN_UNLOAD_(export_domain);	_GDMONO_SCOPE_DOMAIN_(export_domain);	Vector<String> search_dirs;	GDMonoAssembly::fill_search_dirs(search_dirs, p_build_config, p_custom_bcl_dir);	if (p_custom_bcl_dir.length()) {		// Only one mscorlib can be loaded. We need this workaround to make sure we get it from the right BCL directory.		r_assembly_dependencies["mscorlib"] = p_custom_bcl_dir.plus_file("mscorlib.dll").simplify_path();	}	for (const Variant *key = p_initial_assemblies.next(); key; key = p_initial_assemblies.next(key)) {		String assembly_name = *key;		String assembly_path = p_initial_assemblies[*key];		GDMonoAssembly *assembly = nullptr;		bool load_success = GDMono::get_singleton()->load_assembly_from(assembly_name, assembly_path, &assembly, /* refonly: */ true);		ERR_FAIL_COND_V_MSG(!load_success, ERR_CANT_RESOLVE, "Cannot load assembly (refonly): '" + assembly_name + "'.");		MonoAssemblyName *reusable_aname = new_mono_assembly_name();		SCOPE_EXIT { mono_free(reusable_aname); };		Error err = get_assembly_dependencies(assembly, reusable_aname, search_dirs, r_assembly_dependencies);		if (err != OK) {			return err;		}	}	return OK;}} // namespace GodotSharpExport
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