1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-07 12:30:27 +00:00
Files
godot/modules/mono/mono_gd/gd_mono.cpp
Ignacio Roldán Etcheverry 88e367a406 C#/netcore: Add base desktop game export implementation
This base implementation is still very barebones but it defines the path
for how exporting will work (at least when embedding the .NET runtime).

Many manual steps are still needed, which should be automatized in the
future. For example, in addition to the API assemblies, now you also
need to copy the GodotPlugins assembly to each game project.
2022-08-22 03:36:51 +02:00

695 lines
22 KiB
C++

/*************************************************************************/
/* gd_mono.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 "gd_mono.h"
#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"
#include "../csharp_script.h"
#include "../godotsharp_dirs.h"
#include "../utils/path_utils.h"
#include "gd_mono_cache.h"
#ifdef TOOLS_ENABLED
#include <nethost.h>
#endif
#include <coreclr_delegates.h>
#include <hostfxr.h>
#warning TODO mobile
#if 0
#ifdef ANDROID_ENABLED
#include "android_mono_config.h"
#include "support/android_support.h"
#elif defined(IOS_ENABLED)
#include "support/ios_support.h"
#endif
#endif
GDMono *GDMono::singleton = nullptr;
namespace {
#warning "TODO .NET debugging and profiling. What's needed?"
#if 0
void gd_mono_profiler_init() {
String profiler_args = GLOBAL_DEF("mono/profiler/args", "log:calls,alloc,sample,output=output.mlpd");
bool profiler_enabled = GLOBAL_DEF("mono/profiler/enabled", false);
if (profiler_enabled) {
mono_profiler_load(profiler_args.utf8());
return;
}
const String env_var_name = "MONO_ENV_OPTIONS";
if (OS::get_singleton()->has_environment(env_var_name)) {
const String mono_env_ops = OS::get_singleton()->get_environment(env_var_name);
// Usually MONO_ENV_OPTIONS looks like: --profile=jb:prof=timeline,ctl=remote,host=127.0.0.1:55467
const String prefix = "--profile=";
if (mono_env_ops.begins_with(prefix)) {
const String ops = mono_env_ops.substr(prefix.length(), mono_env_ops.length());
mono_profiler_load(ops.utf8());
}
}
}
void gd_mono_debug_init() {
CharString da_args = OS::get_singleton()->get_environment("GODOT_MONO_DEBUGGER_AGENT").utf8();
if (da_args.length()) {
OS::get_singleton()->set_environment("GODOT_MONO_DEBUGGER_AGENT", String());
}
#ifdef TOOLS_ENABLED
int da_port = GLOBAL_DEF("mono/debugger_agent/port", 23685);
bool da_suspend = GLOBAL_DEF("mono/debugger_agent/wait_for_debugger", false);
int da_timeout = GLOBAL_DEF("mono/debugger_agent/wait_timeout", 3000);
if (Engine::get_singleton()->is_editor_hint() ||
ProjectSettings::get_singleton()->get_resource_path().is_empty() ||
Engine::get_singleton()->is_project_manager_hint()) {
if (da_args.size() == 0) {
return;
}
}
if (da_args.length() == 0) {
da_args = String("--debugger-agent=transport=dt_socket,address=127.0.0.1:" + itos(da_port) +
",embedding=1,server=y,suspend=" + (da_suspend ? "y,timeout=" + itos(da_timeout) : "n"))
.utf8();
}
#else
if (da_args.length() == 0) {
return; // Exported games don't use the project settings to setup the debugger agent
}
#endif
// Debugging enabled
mono_debug_init(MONO_DEBUG_FORMAT_MONO);
// --debugger-agent=help
const char *options[] = {
"--soft-breakpoints",
da_args.get_data()
};
mono_jit_parse_options(2, (char **)options);
}
#endif
} // namespace
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
}
#ifdef TOOLS_ENABLED
String str_from_hostfxr(const char_t *p_buffer) {
#ifdef _WIN32
return String::utf16((const char16_t *)p_buffer);
#else
return String::utf8((const char *)p_buffer);
#endif
}
#endif
const char_t *get_data(const HostFxrCharString &p_char_str) {
return (const char_t *)p_char_str.get_data();
}
#ifdef TOOLS_ENABLED
String find_hostfxr(size_t p_known_buffet_size, get_hostfxr_parameters *p_get_hostfxr_params) {
// Pre-allocate a large buffer for the path to hostfxr
Vector<char_t> buffer;
buffer.resize(p_known_buffet_size);
int rc = get_hostfxr_path(buffer.ptrw(), &p_known_buffet_size, p_get_hostfxr_params);
ERR_FAIL_COND_V_MSG(rc != 0, String(), "get_hostfxr_path failed with code: " + itos(rc));
return str_from_hostfxr(buffer.ptr());
}
#endif
String find_hostfxr() {
#ifdef TOOLS_ENABLED
const int CoreHostLibMissingFailure = 0x80008083;
const int HostApiBufferTooSmall = 0x80008098;
size_t buffer_size = 0;
int rc = get_hostfxr_path(nullptr, &buffer_size, nullptr);
if (rc == HostApiBufferTooSmall) {
return find_hostfxr(buffer_size, nullptr);
}
if (rc == CoreHostLibMissingFailure) {
// Apparently `get_hostfxr_path` doesn't look for dotnet in `PATH`? (I suppose it needs the
// `DOTNET_ROOT` environment variable). If it fails, we try to find the dotnet executable
// in `PATH` ourselves 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.
HostFxrCharString dotnet_root = str_to_hostfxr(dotnet_exe.get_base_dir());
get_hostfxr_parameters get_hostfxr_parameters = {
sizeof(get_hostfxr_parameters),
nullptr,
get_data(dotnet_root)
};
buffer_size = 0;
rc = get_hostfxr_path(nullptr, &buffer_size, &get_hostfxr_parameters);
if (rc == HostApiBufferTooSmall) {
return find_hostfxr(buffer_size, &get_hostfxr_parameters);
}
}
}
if (rc == CoreHostLibMissingFailure) {
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)
return GodotSharpDirs::get_api_assemblies_dir()
.plus_file("hostfxr.dll");
#elif defined(MACOS_ENABLED)
return GodotSharpDirs::get_api_assemblies_dir()
.plus_file("libhostfxr.dylib");
#elif defined(UNIX_ENABLED)
return GodotSharpDirs::get_api_assemblies_dir()
.plus_file("libhostfxr.so");
#else
#error "Platform not supported (yet?)"
#endif
#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] = stored.ptr();
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 (*)(bool, gdmono::PluginCallbacks *, GDMonoCache::ManagedCallbacks *);
#else
using godot_plugins_initialize_fn = bool (*)(GDMonoCache::ManagedCallbacks *);
#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().plus_file("GodotPlugins.dll"));
HostFxrCharString config_path = str_to_hostfxr(
GodotSharpDirs::get_api_assemblies_dir().plus_file("GodotPlugins.runtimeconfig.json"));
load_assembly_and_get_function_pointer_fn load_assembly_and_get_function_pointer =
initialize_hostfxr_for_config(get_data(config_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(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) {
String appname = ProjectSettings::get_singleton()->get("application/config/name");
String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
if (appname_safe.is_empty()) {
appname_safe = "UnnamedProject";
}
godot_plugins_initialize_fn godot_plugins_initialize = nullptr;
String assembly_name = appname_safe;
HostFxrCharString assembly_path = str_to_hostfxr(GodotSharpDirs::get_api_assemblies_dir()
.plus_file(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),
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;
}
#endif
} // namespace
static bool _on_core_api_assembly_loaded() {
if (!GDMonoCache::godot_api_cache_updated) {
return false;
}
GDMonoCache::managed_callbacks.Dispatcher_InitializeDefaultGodotTaskScheduler();
#ifdef DEBUG_ENABLED
// Install the trace listener now before the project assembly is loaded
GDMonoCache::managed_callbacks.DebuggingUtils_InstallTraceListener();
#endif
return true;
}
void GDMono::initialize() {
print_verbose(".NET: Initializing module...");
_init_godot_api_hashes();
if (!load_hostfxr(hostfxr_dll_handle)) {
ERR_FAIL_MSG(".NET: Failed to load hostfxr");
}
godot_plugins_initialize_fn godot_plugins_initialize =
initialize_hostfxr_and_godot_plugins(runtime_initialized);
ERR_FAIL_NULL(godot_plugins_initialize);
GDMonoCache::ManagedCallbacks managed_callbacks;
#ifdef TOOLS_ENABLED
gdmono::PluginCallbacks plugin_callbacks_res;
bool init_ok = godot_plugins_initialize(Engine::get_singleton()->is_editor_hint(),
&plugin_callbacks_res, &managed_callbacks);
ERR_FAIL_COND_MSG(!init_ok, ".NET: GodotPlugins initialization failed");
plugin_callbacks = plugin_callbacks_res;
#else
bool init_ok = godot_plugins_initialize(&managed_callbacks);
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
void GDMono::initialize_load_assemblies() {
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 appname = ProjectSettings::get_singleton()->get("application/config/name");
String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
if (appname_safe.is_empty()) {
appname_safe = "UnnamedProject";
}
String assembly_path = GodotSharpDirs::get_res_temp_assemblies_dir()
.plus_file(appname_safe + ".dll");
assembly_path = ProjectSettings::get_singleton()->globalize_path(assembly_path);
return plugin_callbacks.LoadProjectAssemblyCallback(assembly_path.utf16());
}
#endif
#warning TODO hot-reload
#if 0
Error GDMono::_unload_scripts_domain() {
ERR_FAIL_NULL_V(scripts_domain, ERR_BUG);
CSharpLanguage::get_singleton()->_on_scripts_domain_about_to_unload();
print_verbose("Mono: Finalizing scripts domain...");
if (mono_domain_get() != root_domain) {
mono_domain_set(root_domain, true);
}
finalizing_scripts_domain = true;
if (!mono_domain_finalize(scripts_domain, 2000)) {
ERR_PRINT("Mono: Domain finalization timeout.");
}
finalizing_scripts_domain = false;
mono_gc_collect(mono_gc_max_generation());
core_api_assembly = nullptr;
#ifdef TOOLS_ENABLED
editor_api_assembly = nullptr;
#endif
project_assembly = nullptr;
#ifdef TOOLS_ENABLED
tools_assembly = nullptr;
#endif
MonoDomain *domain = scripts_domain;
scripts_domain = nullptr;
print_verbose("Mono: Unloading scripts domain...");
MonoException *exc = nullptr;
mono_domain_try_unload(domain, (MonoObject **)&exc);
if (exc) {
ERR_PRINT("Exception thrown when unloading scripts domain.");
GDMonoUtils::debug_unhandled_exception(exc);
return FAILED;
}
return OK;
}
#ifdef GD_MONO_HOT_RELOAD
Error GDMono::reload_scripts_domain() {
ERR_FAIL_COND_V(!runtime_initialized, ERR_BUG);
if (scripts_domain) {
Error domain_unload_err = _unload_scripts_domain();
ERR_FAIL_COND_V_MSG(domain_unload_err != OK, domain_unload_err, "Mono: Failed to unload scripts domain.");
}
Error domain_load_err = _load_scripts_domain();
ERR_FAIL_COND_V_MSG(domain_load_err != OK, domain_load_err, "Mono: Failed to load scripts domain.");
// Load assemblies. The API and tools assemblies are required,
// the application is aborted if these assemblies cannot be loaded.
if (!_try_load_api_assemblies()) {
CRASH_NOW_MSG("Failed to load one of the API assemblies.");
}
#if defined(TOOLS_ENABLED)
bool tools_assemblies_loaded = _load_tools_assemblies();
CRASH_COND_MSG(!tools_assemblies_loaded, "Mono: Failed to load '" TOOLS_ASM_NAME "' assemblies.");
#endif
// 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.
// However, unlike the API and tools assemblies, the application can continue working.
if (!_load_project_assembly()) {
print_error("Mono: Failed to load project assembly");
return ERR_CANT_OPEN;
}
return OK;
}
#endif
#endif
#warning TODO Reimplement in C#
#if 0
void GDMono::unhandled_exception_hook(MonoObject *p_exc, void *) {
// This method will be called by the runtime when a thrown exception is not handled.
// It won't be called when we manually treat a thrown exception as unhandled.
// We assume the exception was already printed before calling this hook.
#ifdef DEBUG_ENABLED
GDMonoUtils::debug_send_unhandled_exception_error((MonoException *)p_exc);
if (EngineDebugger::is_active()) {
EngineDebugger::get_singleton()->poll_events(false);
}
#endif
exit(mono_environment_exitcode_get());
GD_UNREACHABLE();
}
#endif
GDMono::GDMono() {
singleton = this;
runtime_initialized = false;
finalizing_scripts_domain = false;
api_core_hash = 0;
#ifdef TOOLS_ENABLED
api_editor_hash = 0;
#endif
}
GDMono::~GDMono() {
finalizing_scripts_domain = true;
if (is_runtime_initialized()) {
if (GDMonoCache::godot_api_cache_updated) {
GDMonoCache::managed_callbacks.DisposablesTracker_OnGodotShuttingDown();
}
}
if (hostfxr_dll_handle) {
OS::get_singleton()->close_dynamic_library(hostfxr_dll_handle);
}
finalizing_scripts_domain = false;
runtime_initialized = false;
#if defined(ANDROID_ENABLED)
gdmono::android::support::cleanup();
#endif
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