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C#: Initial NativeAOT support

This commit adds initial support for games exported as NativeAOT shared
libraries.

At this moment, the NativeAOT runtime is experimental. Additionally,
Godot is not trim-safe as it still makes some use of reflection.
For the time being, a rd.xml file is needed to prevent code triming:

```
<Directives xmlns="http://schemas.microsoft.com/netfx/2013/01/metadata">
  <Application>
    <Assembly Name="GodotSharp" Dynamic="Required All" />
    <Assembly Name="GAME_ASSEMBLY" Dynamic="Required All" />
  </Application>
</Directives>
```

These are the csproj changes for publishing:

```
  <PropertyGroup>
    <NativeLib>Shared</NativeLib>
  </PropertyGroup>
  <ItemGroup>
    <RdXmlFile Include="rd.xml" />
    <PackageReference Include="Microsoft.DotNet.ILCompiler" Version="7.0.0-*" />
  </ItemGroup>
```

More info:
- https://github.com/dotnet/runtimelab/blob/feature/NativeAOT/docs/using-nativeaot/compiling.md
- https://github.com/dotnet/runtimelab/tree/feature/NativeAOT/samples/NativeLibrary
- https://github.com/dotnet/runtimelab/blob/feature/NativeAOT/docs/using-nativeaot/rd-xml-format.md
This commit is contained in:
Ignacio Roldán Etcheverry
2022-02-27 21:57:52 +01:00
parent 18f805b3aa
commit 4b90d16250
10 changed files with 133 additions and 54 deletions

View File

@@ -26,14 +26,16 @@ namespace GodotPlugins.Game
{
internal static partial class Main
{
[UnmanagedCallersOnly]
private static godot_bool InitializeFromGameProject(IntPtr outManagedCallbacks)
[UnmanagedCallersOnly(EntryPoint = ""godotsharp_game_main_init"")]
private static godot_bool InitializeFromGameProject(IntPtr godotDllHandle, IntPtr outManagedCallbacks)
{
try
{
DllImportResolver dllImportResolver = new GodotDllImportResolver(godotDllHandle).OnResolveDllImport;
var coreApiAssembly = typeof(Godot.Object).Assembly;
NativeLibrary.SetDllImportResolver(coreApiAssembly, GodotDllImportResolver.OnResolveDllImport);
NativeLibrary.SetDllImportResolver(coreApiAssembly, dllImportResolver);
ManagedCallbacks.Create(outManagedCallbacks);