using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Loader;
using Godot.Bridge;
using Godot.NativeInterop;
namespace GodotPlugins
{
public static class Main
{
// IMPORTANT:
// Keeping strong references to the AssemblyLoadContext (our PluginLoadContext) prevents
// it from being unloaded. To avoid issues, we wrap the reference in this class, and mark
// all the methods that access it as non-inlineable. This way we prevent local references
// (either real or introduced by the JIT) to escape the scope of these methods due to
// inlining, which could keep the AssemblyLoadContext alive while trying to unload.
private sealed class PluginLoadContextWrapper
{
private PluginLoadContext? _pluginLoadContext;
private readonly WeakReference _weakReference;
private PluginLoadContextWrapper(PluginLoadContext pluginLoadContext, WeakReference weakReference)
{
_pluginLoadContext = pluginLoadContext;
_weakReference = weakReference;
}
public string? AssemblyLoadedPath
{
[MethodImpl(MethodImplOptions.NoInlining)]
get => _pluginLoadContext?.AssemblyLoadedPath;
}
public bool IsCollectible
{
[MethodImpl(MethodImplOptions.NoInlining)]
// if _pluginLoadContext is null we already started unloading, so it was collectible
get => _pluginLoadContext?.IsCollectible ?? true;
}
public bool IsAlive
{
[MethodImpl(MethodImplOptions.NoInlining)]
get => _weakReference.IsAlive;
}
[MethodImpl(MethodImplOptions.NoInlining)]
public static (Assembly, PluginLoadContextWrapper) CreateAndLoadFromAssemblyName(
AssemblyName assemblyName,
string pluginPath,
ICollection<string> sharedAssemblies,
AssemblyLoadContext mainLoadContext,
bool isCollectible
)
{
var context = new PluginLoadContext(pluginPath, sharedAssemblies, mainLoadContext, isCollectible);
var reference = new WeakReference(context, trackResurrection: true);
var wrapper = new PluginLoadContextWrapper(context, reference);
var assembly = context.LoadFromAssemblyName(assemblyName);
return (assembly, wrapper);
}
[MethodImpl(MethodImplOptions.NoInlining)]
internal void Unload()
{
_pluginLoadContext?.Unload();
_pluginLoadContext = null;
}
}
private static readonly List<AssemblyName> SharedAssemblies = new();
private static readonly Assembly CoreApiAssembly = typeof(global::Godot.GodotObject).Assembly;
private static Assembly? _editorApiAssembly;
private static PluginLoadContextWrapper? _projectLoadContext;
private static bool _editorHint = false;
private static readonly AssemblyLoadContext MainLoadContext =
AssemblyLoadContext.GetLoadContext(Assembly.GetExecutingAssembly()) ??
AssemblyLoadContext.Default;
private static DllImportResolver? _dllImportResolver;
// Right now we do it this way for simplicity as hot-reload is disabled. It will need to be changed later.
[UnmanagedCallersOnly]
// ReSharper disable once UnusedMember.Local
private static unsafe godot_bool InitializeFromEngine(IntPtr godotDllHandle, godot_bool editorHint,
PluginsCallbacks* pluginsCallbacks, ManagedCallbacks* managedCallbacks,
IntPtr unmanagedCallbacks, int unmanagedCallbacksSize)
{
try
{
_editorHint = editorHint.ToBool();
_dllImportResolver = new GodotDllImportResolver(godotDllHandle).OnResolveDllImport;
SharedAssemblies.Add(CoreApiAssembly.GetName());
NativeLibrary.SetDllImportResolver(CoreApiAssembly, _dllImportResolver);
AlcReloadCfg.Configure(alcReloadEnabled: _editorHint);
NativeFuncs.Initialize(unmanagedCallbacks, unmanagedCallbacksSize);
if (_editorHint)
{
_editorApiAssembly = Assembly.Load("GodotSharpEditor");
SharedAssemblies.Add(_editorApiAssembly.GetName());
NativeLibrary.SetDllImportResolver(_editorApiAssembly, _dllImportResolver);
}
*pluginsCallbacks = new()
{
LoadProjectAssemblyCallback = &LoadProjectAssembly,
LoadToolsAssemblyCallback = &LoadToolsAssembly,
UnloadProjectPluginCallback = &UnloadProjectPlugin,
};
*managedCallbacks = ManagedCallbacks.Create();
return godot_bool.True;
}
catch (Exception e)
{
Console.Error.WriteLine(e);
return godot_bool.False;
}
}
[StructLayout(LayoutKind.Sequential)]
private struct PluginsCallbacks
{
public unsafe delegate* unmanaged<char*, godot_string*, godot_bool> LoadProjectAssemblyCallback;
public unsafe delegate* unmanaged<char*, IntPtr, int, IntPtr> LoadToolsAssemblyCallback;
public unsafe delegate* unmanaged<godot_bool> UnloadProjectPluginCallback;
}
[UnmanagedCallersOnly]
private static unsafe godot_bool LoadProjectAssembly(char* nAssemblyPath, godot_string* outLoadedAssemblyPath)
{
try
{
if (_projectLoadContext != null)
return godot_bool.True; // Already loaded
string assemblyPath = new(nAssemblyPath);
(var projectAssembly, _projectLoadContext) = LoadPlugin(assemblyPath, isCollectible: _editorHint);
string loadedAssemblyPath = _projectLoadContext.AssemblyLoadedPath ?? assemblyPath;
*outLoadedAssemblyPath = Marshaling.ConvertStringToNative(loadedAssemblyPath);
ScriptManagerBridge.LookupScriptsInAssembly(projectAssembly);
return godot_bool.True;
}
catch (Exception e)
{
Console.Error.WriteLine(e);
return godot_bool.False;
}
}
[UnmanagedCallersOnly]
private static unsafe IntPtr LoadToolsAssembly(char* nAssemblyPath,
IntPtr unmanagedCallbacks, int unmanagedCallbacksSize)
{
try
{
string assemblyPath = new(nAssemblyPath);
if (_editorApiAssembly == null)
throw new InvalidOperationException("The Godot editor API assembly is not loaded.");
var (assembly, _) = LoadPlugin(assemblyPath, isCollectible: false);
NativeLibrary.SetDllImportResolver(assembly, _dllImportResolver!);
var method = assembly.GetType("GodotTools.GodotSharpEditor")?
.GetMethod("InternalCreateInstance",
BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.Public);
if (method == null)
{
throw new MissingMethodException("GodotTools.GodotSharpEditor",
"InternalCreateInstance");
}
return (IntPtr?)method
.Invoke(null, new object[] { unmanagedCallbacks, unmanagedCallbacksSize })
?? IntPtr.Zero;
}
catch (Exception e)
{
Console.Error.WriteLine(e);
return IntPtr.Zero;
}
}
private static (Assembly, PluginLoadContextWrapper) LoadPlugin(string assemblyPath, bool isCollectible)
{
string assemblyName = Path.GetFileNameWithoutExtension(assemblyPath);
var sharedAssemblies = new List<string>();
foreach (var sharedAssembly in SharedAssemblies)
{
string? sharedAssemblyName = sharedAssembly.Name;
if (sharedAssemblyName != null)
sharedAssemblies.Add(sharedAssemblyName);
}
return PluginLoadContextWrapper.CreateAndLoadFromAssemblyName(
new AssemblyName(assemblyName), assemblyPath, sharedAssemblies, MainLoadContext, isCollectible);
}
[UnmanagedCallersOnly]
private static godot_bool UnloadProjectPlugin()
{
try
{
return UnloadPlugin(ref _projectLoadContext).ToGodotBool();
}
catch (Exception e)
{
Console.Error.WriteLine(e);
return godot_bool.False;
}
}
private static bool UnloadPlugin(ref PluginLoadContextWrapper? pluginLoadContext)
{
try
{
if (pluginLoadContext == null)
return true;
if (!pluginLoadContext.IsCollectible)
{
Console.Error.WriteLine("Cannot unload a non-collectible assembly load context.");
return false;
}
Console.WriteLine("Unloading assembly load context...");
pluginLoadContext.Unload();
int startTimeMs = Environment.TickCount;
bool takingTooLong = false;
while (pluginLoadContext.IsAlive)
{
GC.Collect(GC.MaxGeneration, GCCollectionMode.Forced);
GC.WaitForPendingFinalizers();
if (!pluginLoadContext.IsAlive)
break;
int elapsedTimeMs = Environment.TickCount - startTimeMs;
if (!takingTooLong && elapsedTimeMs >= 200)
{
takingTooLong = true;
// TODO: How to log from GodotPlugins? (delegate pointer?)
Console.Error.WriteLine("Assembly unloading is taking longer than expected...");
}
else if (elapsedTimeMs >= 1000)
{
// TODO: How to log from GodotPlugins? (delegate pointer?)
Console.Error.WriteLine(
"Failed to unload assemblies. Possible causes: Strong GC handles, running threads, etc.");
return false;
}
}
Console.WriteLine("Assembly load context unloaded successfully.");
pluginLoadContext = null;
return true;
}
catch (Exception e)
{
// TODO: How to log exceptions from GodotPlugins? (delegate pointer?)
Console.Error.WriteLine(e);
return false;
}
}
}
}