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- /**************************************************************************/
- /* gd_mono.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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 "gd_mono.h"
- #include "../csharp_script.h"
- #include "../glue/runtime_interop.h"
- #include "../godotsharp_dirs.h"
- #include "../thirdparty/coreclr_delegates.h"
- #include "../thirdparty/hostfxr.h"
- #include "../utils/path_utils.h"
- #include "gd_mono_cache.h"
- #ifdef TOOLS_ENABLED
- #include "../editor/hostfxr_resolver.h"
- #endif
- #include "core/config/project_settings.h"
- #include "core/debugger/engine_debugger.h"
- #include "core/io/dir_access.h"
- #include "core/io/file_access.h"
- #include "core/os/os.h"
- #include "core/os/thread.h"
- #ifdef UNIX_ENABLED
- #include <dlfcn.h>
- #endif
- GDMono *GDMono::singleton = nullptr;
- namespace {
- hostfxr_initialize_for_dotnet_command_line_fn hostfxr_initialize_for_dotnet_command_line = nullptr;
- hostfxr_initialize_for_runtime_config_fn hostfxr_initialize_for_runtime_config = nullptr;
- hostfxr_get_runtime_delegate_fn hostfxr_get_runtime_delegate = nullptr;
- hostfxr_close_fn hostfxr_close = nullptr;
- #ifdef _WIN32
- static_assert(sizeof(char_t) == sizeof(char16_t));
- using HostFxrCharString = Char16String;
- #define HOSTFXR_STR(m_str) L##m_str
- #else
- static_assert(sizeof(char_t) == sizeof(char));
- using HostFxrCharString = CharString;
- #define HOSTFXR_STR(m_str) m_str
- #endif
- HostFxrCharString str_to_hostfxr(const String &p_str) {
- #ifdef _WIN32
- return p_str.utf16();
- #else
- return p_str.utf8();
- #endif
- }
- const char_t *get_data(const HostFxrCharString &p_char_str) {
- return (const char_t *)p_char_str.get_data();
- }
- String find_hostfxr() {
- #ifdef TOOLS_ENABLED
- String dotnet_root;
- String fxr_path;
- if (godotsharp::hostfxr_resolver::try_get_path(dotnet_root, fxr_path)) {
- return fxr_path;
- }
- // hostfxr_resolver doesn't look for dotnet in `PATH`. If it fails, we try to find the dotnet
- // executable in `PATH` here and pass its location as `dotnet_root` to `get_hostfxr_path`.
- String dotnet_exe = path::find_executable("dotnet");
- if (!dotnet_exe.is_empty()) {
- // The file found in PATH may be a symlink
- dotnet_exe = path::abspath(path::realpath(dotnet_exe));
- // TODO:
- // Sometimes, the symlink may not point to the dotnet executable in the dotnet root.
- // That's the case with snaps. The snap install should have been found with the
- // previous `get_hostfxr_path`, but it would still be better to do this properly
- // and use something like `dotnet --list-sdks/runtimes` to find the actual location.
- // This way we could also check if the proper sdk or runtime is installed. This would
- // allow us to fail gracefully and show some helpful information in the editor.
- dotnet_root = dotnet_exe.get_base_dir();
- if (godotsharp::hostfxr_resolver::try_get_path_from_dotnet_root(dotnet_root, fxr_path)) {
- return fxr_path;
- }
- }
- ERR_PRINT(String() + ".NET: One of the dependent libraries is missing. " +
- "Typically when the `hostfxr`, `hostpolicy` or `coreclr` dynamic " +
- "libraries are not present in the expected locations.");
- return String();
- #else
- #if defined(WINDOWS_ENABLED)
- String probe_path = GodotSharpDirs::get_api_assemblies_dir()
- .path_join("hostfxr.dll");
- #elif defined(MACOS_ENABLED)
- String probe_path = GodotSharpDirs::get_api_assemblies_dir()
- .path_join("libhostfxr.dylib");
- #elif defined(UNIX_ENABLED)
- String probe_path = GodotSharpDirs::get_api_assemblies_dir()
- .path_join("libhostfxr.so");
- #else
- #error "Platform not supported (yet?)"
- #endif
- if (FileAccess::exists(probe_path)) {
- return probe_path;
- }
- return String();
- #endif
- }
- bool load_hostfxr(void *&r_hostfxr_dll_handle) {
- String hostfxr_path = find_hostfxr();
- if (hostfxr_path.is_empty()) {
- return false;
- }
- print_verbose("Found hostfxr: " + hostfxr_path);
- Error err = OS::get_singleton()->open_dynamic_library(hostfxr_path, r_hostfxr_dll_handle);
- if (err != OK) {
- return false;
- }
- void *lib = r_hostfxr_dll_handle;
- void *symbol = nullptr;
- err = OS::get_singleton()->get_dynamic_library_symbol_handle(lib, "hostfxr_initialize_for_dotnet_command_line", symbol);
- ERR_FAIL_COND_V(err != OK, false);
- hostfxr_initialize_for_dotnet_command_line = (hostfxr_initialize_for_dotnet_command_line_fn)symbol;
- err = OS::get_singleton()->get_dynamic_library_symbol_handle(lib, "hostfxr_initialize_for_runtime_config", symbol);
- ERR_FAIL_COND_V(err != OK, false);
- hostfxr_initialize_for_runtime_config = (hostfxr_initialize_for_runtime_config_fn)symbol;
- err = OS::get_singleton()->get_dynamic_library_symbol_handle(lib, "hostfxr_get_runtime_delegate", symbol);
- ERR_FAIL_COND_V(err != OK, false);
- hostfxr_get_runtime_delegate = (hostfxr_get_runtime_delegate_fn)symbol;
- err = OS::get_singleton()->get_dynamic_library_symbol_handle(lib, "hostfxr_close", symbol);
- ERR_FAIL_COND_V(err != OK, false);
- hostfxr_close = (hostfxr_close_fn)symbol;
- return (hostfxr_initialize_for_runtime_config &&
- hostfxr_get_runtime_delegate &&
- hostfxr_close);
- }
- #ifdef TOOLS_ENABLED
- load_assembly_and_get_function_pointer_fn initialize_hostfxr_for_config(const char_t *p_config_path) {
- hostfxr_handle cxt = nullptr;
- int rc = hostfxr_initialize_for_runtime_config(p_config_path, nullptr, &cxt);
- if (rc != 0 || cxt == nullptr) {
- hostfxr_close(cxt);
- ERR_FAIL_V_MSG(nullptr, "hostfxr_initialize_for_runtime_config failed with code: " + itos(rc));
- }
- void *load_assembly_and_get_function_pointer = nullptr;
- rc = hostfxr_get_runtime_delegate(cxt,
- hdt_load_assembly_and_get_function_pointer, &load_assembly_and_get_function_pointer);
- if (rc != 0 || load_assembly_and_get_function_pointer == nullptr) {
- ERR_FAIL_V_MSG(nullptr, "hostfxr_get_runtime_delegate failed with code: " + itos(rc));
- }
- hostfxr_close(cxt);
- return (load_assembly_and_get_function_pointer_fn)load_assembly_and_get_function_pointer;
- }
- #else
- load_assembly_and_get_function_pointer_fn initialize_hostfxr_self_contained(
- const char_t *p_main_assembly_path) {
- hostfxr_handle cxt = nullptr;
- List<String> cmdline_args = OS::get_singleton()->get_cmdline_args();
- List<HostFxrCharString> argv_store;
- Vector<const char_t *> argv;
- argv.resize(cmdline_args.size() + 1);
- argv.write[0] = p_main_assembly_path;
- int i = 1;
- for (const String &E : cmdline_args) {
- HostFxrCharString &stored = argv_store.push_back(str_to_hostfxr(E))->get();
- argv.write[i] = get_data(stored);
- i++;
- }
- int rc = hostfxr_initialize_for_dotnet_command_line(argv.size(), argv.ptrw(), nullptr, &cxt);
- if (rc != 0 || cxt == nullptr) {
- hostfxr_close(cxt);
- ERR_FAIL_V_MSG(nullptr, "hostfxr_initialize_for_dotnet_command_line failed with code: " + itos(rc));
- }
- void *load_assembly_and_get_function_pointer = nullptr;
- rc = hostfxr_get_runtime_delegate(cxt,
- hdt_load_assembly_and_get_function_pointer, &load_assembly_and_get_function_pointer);
- if (rc != 0 || load_assembly_and_get_function_pointer == nullptr) {
- ERR_FAIL_V_MSG(nullptr, "hostfxr_get_runtime_delegate failed with code: " + itos(rc));
- }
- hostfxr_close(cxt);
- return (load_assembly_and_get_function_pointer_fn)load_assembly_and_get_function_pointer;
- }
- #endif
- #ifdef TOOLS_ENABLED
- using godot_plugins_initialize_fn = bool (*)(void *, bool, gdmono::PluginCallbacks *, GDMonoCache::ManagedCallbacks *, const void **, int32_t);
- #else
- using godot_plugins_initialize_fn = bool (*)(void *, GDMonoCache::ManagedCallbacks *, const void **, int32_t);
- #endif
- #ifdef TOOLS_ENABLED
- godot_plugins_initialize_fn initialize_hostfxr_and_godot_plugins(bool &r_runtime_initialized) {
- godot_plugins_initialize_fn godot_plugins_initialize = nullptr;
- HostFxrCharString godot_plugins_path = str_to_hostfxr(
- GodotSharpDirs::get_api_assemblies_dir().path_join("GodotPlugins.dll"));
- HostFxrCharString config_path = str_to_hostfxr(
- GodotSharpDirs::get_api_assemblies_dir().path_join("GodotPlugins.runtimeconfig.json"));
- load_assembly_and_get_function_pointer_fn load_assembly_and_get_function_pointer =
- initialize_hostfxr_for_config(get_data(config_path));
- if (load_assembly_and_get_function_pointer == nullptr) {
- // Show a message box to the user to make the problem explicit (and explain a potential crash).
- OS::get_singleton()->alert(TTR("Unable to load .NET runtime, no compatible version was found.\nAttempting to create/edit a project will lead to a crash.\n\nPlease install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-us/download and restart Godot."), TTR("Failed to load .NET runtime"));
- ERR_FAIL_V_MSG(nullptr, ".NET: Failed to load compatible .NET runtime");
- }
- r_runtime_initialized = true;
- print_verbose(".NET: hostfxr initialized");
- int rc = load_assembly_and_get_function_pointer(get_data(godot_plugins_path),
- HOSTFXR_STR("GodotPlugins.Main, GodotPlugins"),
- HOSTFXR_STR("InitializeFromEngine"),
- UNMANAGEDCALLERSONLY_METHOD,
- nullptr,
- (void **)&godot_plugins_initialize);
- ERR_FAIL_COND_V_MSG(rc != 0, nullptr, ".NET: Failed to get GodotPlugins initialization function pointer");
- return godot_plugins_initialize;
- }
- #else
- godot_plugins_initialize_fn initialize_hostfxr_and_godot_plugins(bool &r_runtime_initialized) {
- godot_plugins_initialize_fn godot_plugins_initialize = nullptr;
- String assembly_name = path::get_csharp_project_name();
- HostFxrCharString assembly_path = str_to_hostfxr(GodotSharpDirs::get_api_assemblies_dir()
- .path_join(assembly_name + ".dll"));
- load_assembly_and_get_function_pointer_fn load_assembly_and_get_function_pointer =
- initialize_hostfxr_self_contained(get_data(assembly_path));
- ERR_FAIL_NULL_V(load_assembly_and_get_function_pointer, nullptr);
- r_runtime_initialized = true;
- print_verbose(".NET: hostfxr initialized");
- int rc = load_assembly_and_get_function_pointer(get_data(assembly_path),
- get_data(str_to_hostfxr("GodotPlugins.Game.Main, " + assembly_name)),
- HOSTFXR_STR("InitializeFromGameProject"),
- UNMANAGEDCALLERSONLY_METHOD,
- nullptr,
- (void **)&godot_plugins_initialize);
- ERR_FAIL_COND_V_MSG(rc != 0, nullptr, ".NET: Failed to get GodotPlugins initialization function pointer");
- return godot_plugins_initialize;
- }
- godot_plugins_initialize_fn try_load_native_aot_library(void *&r_aot_dll_handle) {
- String assembly_name = path::get_csharp_project_name();
- #if defined(WINDOWS_ENABLED)
- String native_aot_so_path = GodotSharpDirs::get_api_assemblies_dir().path_join(assembly_name + ".dll");
- #elif defined(MACOS_ENABLED) || defined(IOS_ENABLED)
- String native_aot_so_path = GodotSharpDirs::get_api_assemblies_dir().path_join(assembly_name + ".dylib");
- #elif defined(UNIX_ENABLED)
- String native_aot_so_path = GodotSharpDirs::get_api_assemblies_dir().path_join(assembly_name + ".so");
- #else
- #error "Platform not supported (yet?)"
- #endif
- Error err = OS::get_singleton()->open_dynamic_library(native_aot_so_path, r_aot_dll_handle);
- if (err != OK) {
- return nullptr;
- }
- void *lib = r_aot_dll_handle;
- void *symbol = nullptr;
- err = OS::get_singleton()->get_dynamic_library_symbol_handle(lib, "godotsharp_game_main_init", symbol);
- ERR_FAIL_COND_V(err != OK, nullptr);
- return (godot_plugins_initialize_fn)symbol;
- }
- #endif
- } // namespace
- bool GDMono::should_initialize() {
- #ifdef TOOLS_ENABLED
- // The editor always needs to initialize the .NET module for now.
- return true;
- #else
- return OS::get_singleton()->has_feature("dotnet");
- #endif
- }
- static bool _on_core_api_assembly_loaded() {
- if (!GDMonoCache::godot_api_cache_updated) {
- return false;
- }
- bool debug;
- #ifdef DEBUG_ENABLED
- debug = true;
- #else
- debug = false;
- #endif
- GDMonoCache::managed_callbacks.GD_OnCoreApiAssemblyLoaded(debug);
- return true;
- }
- void GDMono::initialize() {
- print_verbose(".NET: Initializing module...");
- _init_godot_api_hashes();
- godot_plugins_initialize_fn godot_plugins_initialize = nullptr;
- #if !defined(IOS_ENABLED)
- // Check that the .NET assemblies directory exists before trying to use it.
- if (!DirAccess::exists(GodotSharpDirs::get_api_assemblies_dir())) {
- OS::get_singleton()->alert(vformat(RTR("Unable to find the .NET assemblies directory.\nMake sure the '%s' directory exists and contains the .NET assemblies."), GodotSharpDirs::get_api_assemblies_dir()), RTR(".NET assemblies not found"));
- ERR_FAIL_MSG(".NET: Assemblies not found");
- }
- #endif
- if (!load_hostfxr(hostfxr_dll_handle)) {
- #if !defined(TOOLS_ENABLED)
- godot_plugins_initialize = try_load_native_aot_library(hostfxr_dll_handle);
- if (godot_plugins_initialize != nullptr) {
- is_native_aot = true;
- runtime_initialized = true;
- } else {
- ERR_FAIL_MSG(".NET: Failed to load hostfxr");
- }
- #else
- // Show a message box to the user to make the problem explicit (and explain a potential crash).
- OS::get_singleton()->alert(TTR("Unable to load .NET runtime, specifically hostfxr.\nAttempting to create/edit a project will lead to a crash.\n\nPlease install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-us/download and restart Godot."), TTR("Failed to load .NET runtime"));
- ERR_FAIL_MSG(".NET: Failed to load hostfxr");
- #endif
- }
- if (!is_native_aot) {
- godot_plugins_initialize = initialize_hostfxr_and_godot_plugins(runtime_initialized);
- ERR_FAIL_NULL(godot_plugins_initialize);
- }
- int32_t interop_funcs_size = 0;
- const void **interop_funcs = godotsharp::get_runtime_interop_funcs(interop_funcs_size);
- GDMonoCache::ManagedCallbacks managed_callbacks{};
- void *godot_dll_handle = nullptr;
- #if defined(UNIX_ENABLED) && !defined(MACOS_ENABLED) && !defined(IOS_ENABLED)
- // Managed code can access it on its own on other platforms
- godot_dll_handle = dlopen(nullptr, RTLD_NOW);
- #endif
- #ifdef TOOLS_ENABLED
- gdmono::PluginCallbacks plugin_callbacks_res;
- bool init_ok = godot_plugins_initialize(godot_dll_handle,
- Engine::get_singleton()->is_editor_hint(),
- &plugin_callbacks_res, &managed_callbacks,
- interop_funcs, interop_funcs_size);
- ERR_FAIL_COND_MSG(!init_ok, ".NET: GodotPlugins initialization failed");
- plugin_callbacks = plugin_callbacks_res;
- #else
- bool init_ok = godot_plugins_initialize(godot_dll_handle, &managed_callbacks,
- interop_funcs, interop_funcs_size);
- ERR_FAIL_COND_MSG(!init_ok, ".NET: GodotPlugins initialization failed");
- #endif
- GDMonoCache::update_godot_api_cache(managed_callbacks);
- print_verbose(".NET: GodotPlugins initialized");
- _on_core_api_assembly_loaded();
- #ifdef TOOLS_ENABLED
- _try_load_project_assembly();
- #endif
- initialized = true;
- }
- #ifdef TOOLS_ENABLED
- void GDMono::_try_load_project_assembly() {
- if (Engine::get_singleton()->is_project_manager_hint()) {
- return;
- }
- // Load the project's main assembly. This doesn't necessarily need to succeed.
- // The game may not be using .NET at all, or if the project does use .NET and
- // we're running in the editor, it may just happen to be it wasn't built yet.
- if (!_load_project_assembly()) {
- if (OS::get_singleton()->is_stdout_verbose()) {
- print_error(".NET: Failed to load project assembly");
- }
- }
- }
- #endif
- void GDMono::_init_godot_api_hashes() {
- #ifdef DEBUG_METHODS_ENABLED
- get_api_core_hash();
- #ifdef TOOLS_ENABLED
- get_api_editor_hash();
- #endif // TOOLS_ENABLED
- #endif // DEBUG_METHODS_ENABLED
- }
- #ifdef TOOLS_ENABLED
- bool GDMono::_load_project_assembly() {
- String assembly_name = path::get_csharp_project_name();
- String assembly_path = GodotSharpDirs::get_res_temp_assemblies_dir()
- .path_join(assembly_name + ".dll");
- assembly_path = ProjectSettings::get_singleton()->globalize_path(assembly_path);
- if (!FileAccess::exists(assembly_path)) {
- return false;
- }
- String loaded_assembly_path;
- bool success = plugin_callbacks.LoadProjectAssemblyCallback(assembly_path.utf16(), &loaded_assembly_path);
- if (success) {
- project_assembly_path = loaded_assembly_path.simplify_path();
- project_assembly_modified_time = FileAccess::get_modified_time(loaded_assembly_path);
- }
- return success;
- }
- #endif
- #ifdef GD_MONO_HOT_RELOAD
- void GDMono::reload_failure() {
- if (++project_load_failure_count >= (int)GLOBAL_GET("dotnet/project/assembly_reload_attempts")) {
- // After reloading a project has failed n times in a row, update the path and modification time
- // to stop any further attempts at loading this assembly, which probably is never going to work anyways.
- project_load_failure_count = 0;
- ERR_PRINT_ED(".NET: Giving up on assembly reloading. Please restart the editor if unloading was failing.");
- String assembly_name = path::get_csharp_project_name();
- String assembly_path = GodotSharpDirs::get_res_temp_assemblies_dir().path_join(assembly_name + ".dll");
- assembly_path = ProjectSettings::get_singleton()->globalize_path(assembly_path);
- project_assembly_path = assembly_path.simplify_path();
- project_assembly_modified_time = FileAccess::get_modified_time(assembly_path);
- }
- }
- Error GDMono::reload_project_assemblies() {
- ERR_FAIL_COND_V(!runtime_initialized, ERR_BUG);
- finalizing_scripts_domain = true;
- if (!get_plugin_callbacks().UnloadProjectPluginCallback()) {
- ERR_PRINT_ED(".NET: Failed to unload assemblies. Please check https://github.com/godotengine/godot/issues/78513 for more information.");
- reload_failure();
- return FAILED;
- }
- finalizing_scripts_domain = false;
- // Load the project's main assembly. Here, during hot-reloading, we do
- // consider failing to load the project's main assembly to be an error.
- if (!_load_project_assembly()) {
- ERR_PRINT_ED(".NET: Failed to load project assembly.");
- reload_failure();
- return ERR_CANT_OPEN;
- }
- if (project_load_failure_count > 0) {
- project_load_failure_count = 0;
- ERR_PRINT_ED(".NET: Assembly reloading succeeded after failures.");
- }
- return OK;
- }
- #endif
- GDMono::GDMono() {
- singleton = this;
- }
- GDMono::~GDMono() {
- finalizing_scripts_domain = true;
- if (hostfxr_dll_handle) {
- OS::get_singleton()->close_dynamic_library(hostfxr_dll_handle);
- }
- finalizing_scripts_domain = false;
- runtime_initialized = false;
- singleton = nullptr;
- }
- namespace mono_bind {
- GodotSharp *GodotSharp::singleton = nullptr;
- bool GodotSharp::_is_runtime_initialized() {
- return GDMono::get_singleton() != nullptr && GDMono::get_singleton()->is_runtime_initialized();
- }
- void GodotSharp::_reload_assemblies(bool p_soft_reload) {
- #ifdef GD_MONO_HOT_RELOAD
- CRASH_COND(CSharpLanguage::get_singleton() == nullptr);
- // This method may be called more than once with `call_deferred`, so we need to check
- // again if reloading is needed to avoid reloading multiple times unnecessarily.
- if (CSharpLanguage::get_singleton()->is_assembly_reloading_needed()) {
- CSharpLanguage::get_singleton()->reload_assemblies(p_soft_reload);
- }
- #endif
- }
- void GodotSharp::_bind_methods() {
- ClassDB::bind_method(D_METHOD("is_runtime_initialized"), &GodotSharp::_is_runtime_initialized);
- ClassDB::bind_method(D_METHOD("_reload_assemblies"), &GodotSharp::_reload_assemblies);
- }
- GodotSharp::GodotSharp() {
- singleton = this;
- }
- GodotSharp::~GodotSharp() {
- singleton = nullptr;
- }
- } // namespace mono_bind
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