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0a11563d80
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0a11563d80 | ||
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533c616cb8 | ||
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d5d509bbd6 | ||
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7e745753fc |
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@ -52,6 +52,12 @@ namespace GodotPlugins.Game
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return false.ToGodotBool();
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}
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}
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#if TOOLS
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#pragma warning disable CS0169
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private static bool ToolsDefined;
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#pragma warning restore CS0169
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#endif
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}
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}
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";
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@ -131,19 +131,20 @@ namespace GodotPlugins
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[StructLayout(LayoutKind.Sequential)]
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private struct PluginsCallbacks
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{
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public unsafe delegate* unmanaged<char*, godot_string*, godot_bool> LoadProjectAssemblyCallback;
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public unsafe delegate* unmanaged<char*, godot_string*, godot_string*, godot_bool*, godot_bool> LoadProjectAssemblyCallback;
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public unsafe delegate* unmanaged<char*, IntPtr, int, IntPtr> LoadToolsAssemblyCallback;
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public unsafe delegate* unmanaged<godot_bool> UnloadProjectPluginCallback;
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}
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[UnmanagedCallersOnly]
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private static unsafe godot_bool LoadProjectAssembly(char* nAssemblyPath, godot_string* outLoadedAssemblyPath)
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private static unsafe godot_bool LoadProjectAssembly(char* nAssemblyPath, godot_string* outLoadedAssemblyPath, godot_string* outFailedReason, godot_bool* shouldRetry)
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{
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try
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{
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if (_projectLoadContext != null)
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return godot_bool.True; // Already loaded
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*shouldRetry = godot_bool.False;
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string assemblyPath = new(nAssemblyPath);
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(var projectAssembly, _projectLoadContext) = LoadPlugin(assemblyPath, isCollectible: _editorHint);
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@ -151,6 +152,20 @@ namespace GodotPlugins
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string loadedAssemblyPath = _projectLoadContext.AssemblyLoadedPath ?? assemblyPath;
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*outLoadedAssemblyPath = Marshaling.ConvertStringToNative(loadedAssemblyPath);
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// This generated field is here to ensure that
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// the developer do not drop the TOOLS compiler preprocessor
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// from their csproj, which breaks the C# Editor Functionality.
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var isToolsDefinedField =
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projectAssembly
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.GetType("GodotPlugins.Game.Main")?
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.GetField("ToolsDefined", BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic);
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if (isToolsDefinedField == null)
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{
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*outFailedReason = Marshaling.ConvertStringToNative("The csproj was missing the `TOOLS` compiler symbol, which is required for C# editor functionality. Please modify the csproj file and rebuild the C# project, check https://github.com/godotengine/godot/issues/98124 for more information.");
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return godot_bool.False;
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}
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ScriptManagerBridge.LookupScriptsInAssembly(projectAssembly);
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return godot_bool.True;
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@ -158,6 +173,7 @@ namespace GodotPlugins
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catch (Exception e)
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{
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Console.Error.WriteLine(e);
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*outFailedReason = Marshaling.ConvertStringToNative(e.Message);
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return godot_bool.False;
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}
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}
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@ -605,9 +605,15 @@ void GDMono::_try_load_project_assembly() {
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// Load the project's main assembly. This doesn't necessarily need to succeed.
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// The game may not be using .NET at all, or if the project does use .NET and
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// we're running in the editor, it may just happen to be it wasn't built yet.
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if (!_load_project_assembly()) {
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String error_message;
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bool should_retry;
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if (!_load_project_assembly(&error_message, &should_retry)) {
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if (OS::get_singleton()->is_stdout_verbose()) {
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print_error(".NET: Failed to load project assembly");
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if (error_message.is_empty()) {
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print_error(".NET: Failed to load project assembly");
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} else {
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print_error(".NET: Failed to load project assembly: " + error_message);
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}
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}
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}
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}
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@ -624,7 +630,9 @@ void GDMono::_init_godot_api_hashes() {
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}
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#ifdef TOOLS_ENABLED
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bool GDMono::_load_project_assembly() {
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bool GDMono::_load_project_assembly(String *p_error_message, bool *p_should_retry) {
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*p_should_retry = true;
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String assembly_name = path::get_csharp_project_name();
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String assembly_path = GodotSharpDirs::get_res_temp_assemblies_dir()
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@ -632,11 +640,12 @@ bool GDMono::_load_project_assembly() {
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assembly_path = ProjectSettings::get_singleton()->globalize_path(assembly_path);
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if (!FileAccess::exists(assembly_path)) {
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*p_error_message = String("Assembly Path \"" + assembly_path + "\" does not exist");
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return false;
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}
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String loaded_assembly_path;
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bool success = plugin_callbacks.LoadProjectAssemblyCallback(assembly_path.utf16(), &loaded_assembly_path);
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bool success = plugin_callbacks.LoadProjectAssemblyCallback(assembly_path.utf16(), &loaded_assembly_path, p_error_message, p_should_retry);
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if (success) {
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project_assembly_path = loaded_assembly_path.simplify_path();
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@ -679,10 +688,19 @@ Error GDMono::reload_project_assemblies() {
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// Load the project's main assembly. Here, during hot-reloading, we do
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// consider failing to load the project's main assembly to be an error.
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if (!_load_project_assembly()) {
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ERR_PRINT_ED(".NET: Failed to load project assembly.");
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String error_message;
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bool should_retry;
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if (!_load_project_assembly(&error_message, &should_retry)) {
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if (error_message.is_empty()) {
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ERR_PRINT_ED(".NET: Failed to load project assembly.");
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} else {
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ERR_PRINT_ED(".NET: Failed to load project assembly: " + error_message);
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}
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if (!should_retry) {
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project_load_failure_count = (int)GLOBAL_GET("dotnet/project/assembly_reload_attempts");
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}
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reload_failure();
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return ERR_CANT_OPEN;
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return FAILED;
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}
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if (project_load_failure_count > 0) {
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@ -47,7 +47,7 @@ namespace gdmono {
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#ifdef TOOLS_ENABLED
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struct PluginCallbacks {
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using FuncLoadProjectAssemblyCallback = bool(GD_CLR_STDCALL *)(const char16_t *, String *);
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using FuncLoadProjectAssemblyCallback = bool(GD_CLR_STDCALL *)(const char16_t *, String *, String *, bool *);
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using FuncLoadToolsAssemblyCallback = Object *(GD_CLR_STDCALL *)(const char16_t *, const void **, int32_t);
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using FuncUnloadProjectPluginCallback = bool(GD_CLR_STDCALL *)();
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FuncLoadProjectAssemblyCallback LoadProjectAssemblyCallback = nullptr;
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@ -73,7 +73,7 @@ class GDMono {
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#endif
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#ifdef TOOLS_ENABLED
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bool _load_project_assembly();
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bool _load_project_assembly(String *p_error_message, bool *p_should_retry);
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void _try_load_project_assembly();
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#endif
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@ -7260,6 +7260,10 @@ void RenderingDevice::_bind_methods() {
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BIND_ENUM_CONSTANT(DEBUG_PASS);
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}
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void RenderingDevice::make_current() {
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render_thread_id = Thread::get_caller_id();
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}
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RenderingDevice::~RenderingDevice() {
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finalize();
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@ -1496,6 +1496,8 @@ public:
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static RenderingDevice *get_singleton();
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void make_current();
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RenderingDevice();
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~RenderingDevice();
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@ -370,6 +370,8 @@ Size2i RenderingServerDefault::get_maximum_viewport_size() const {
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void RenderingServerDefault::_assign_mt_ids(WorkerThreadPool::TaskID p_pump_task_id) {
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server_thread = Thread::get_caller_id();
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server_task_id = p_pump_task_id;
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// This is needed because the main RD is created on the main thread.
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RenderingDevice::get_singleton()->make_current();
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}
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void RenderingServerDefault::_thread_exit() {
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