Beispiel #1
0
        private static Assembly OnAssemblyResolve(string assemblyName)
        {
            if (!string.IsNullOrEmpty(UnrealTypes.GameAssemblyDirectory))
            {
                // Strip down the full assembly name down to a name which could be used as the file name
                // "UnrealEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null"
                for (int i = 0; i < 3; i++)
                {
                    int index = assemblyName.LastIndexOf(',');
                    if (index >= 0)
                    {
                        assemblyName = assemblyName.Substring(0, index);
                    }
                }
                assemblyName += ".dll";

                string assemblyPath = Path.Combine(UnrealTypes.GameAssemblyDirectory, assemblyName);
                if (File.Exists(assemblyPath))
                {
                    // Need to use LoadFrom instead of LoadFile to for shadow copying to work properly
                    Assembly assembly = CurrentAssemblyContext.LoadFrom(assemblyPath);
                    return(assembly);
                }
            }
            return(null);
        }
Beispiel #2
0
        private static void LoadAssemblies()
        {
            string       gameAssemblyFileName = null;
            const string gameAssemblySuffix   = ".Managed.dll";

            // Add to assemblyPaths for each possible location the main managed assembly can be.
            // If a managed assembly is found just use the found assembly path (and its references).
            HashSet <string> assemblyPaths = new HashSet <string>();

            EPlatform platform = FPlatformProperties.GetPlatform();

            if (platform == EPlatform.Android)
            {
                string externalFilePath = FGlobals.AndroidFile.ExternalFilePath;
                string managedBinDir    = Path.Combine(externalFilePath, "USharp", "Managed");

                string projectName;
                string projectFileName = FPaths.ProjectFilePath;
                if (!string.IsNullOrEmpty(projectFileName))
                {
                    projectName = Path.GetFileNameWithoutExtension(projectFileName);
                }

                string assemblyPath = Path.GetFullPath(Path.Combine(managedBinDir, projectFileName + gameAssemblySuffix));
                assemblyPaths.Add(assemblyPath);

                if (!File.Exists(assemblyPath))
                {
                    assemblyPath = Path.GetFullPath(Path.Combine(managedBinDir, FGlobals.InternalProjectName + gameAssemblySuffix));
                    assemblyPaths.Add(assemblyPath);
                }

                if (File.Exists(assemblyPath))
                {
                    gameAssemblyFileName = assemblyPath;
                }
            }
            else
            {
                string projectFileName = FPaths.ProjectFilePath;
                if (!string.IsNullOrEmpty(projectFileName))
                {
                    projectFileName = Path.GetFileNameWithoutExtension(projectFileName);
                    string projectManagedBinDir = Path.Combine(FPaths.ProjectDir, "Binaries", "Managed");
                    if (FBuild.WithEditor && !Directory.Exists(projectManagedBinDir))
                    {
                        Directory.CreateDirectory(projectManagedBinDir);
                    }
                    string assemblyPath = Path.GetFullPath(Path.Combine(projectManagedBinDir, projectFileName + gameAssemblySuffix));
                    if (File.Exists(assemblyPath))
                    {
                        gameAssemblyFileName = assemblyPath;
                    }
                    assemblyPaths.Add(assemblyPath);
                }

                string projectName = FGlobals.InternalProjectName;
                if (string.IsNullOrEmpty(gameAssemblyFileName) && !string.IsNullOrEmpty(projectName))
                {
                    string path = Path.GetFullPath(projectName + gameAssemblySuffix);
                    assemblyPaths.Add(path);
                    if (!File.Exists(path))
                    {
                        path = Path.GetFullPath(Path.Combine("../", "Managed", projectName + gameAssemblySuffix));
                    }

                    if (File.Exists(path))
                    {
                        gameAssemblyFileName = path;
                    }
                    assemblyPaths.Add(path);
                }
            }

            // We either need to load all unreal assemblies or hold some metadata to know what modules to load dynamically
            // as GCHelper needs to resolve types. Resolving all assemblies is tricky without forcefully loading all dependencies
            // which may be undesirable.
            if (!string.IsNullOrEmpty(gameAssemblyFileName) && File.Exists(gameAssemblyFileName))
            {
                // Clear the assembly paths as we have found a concrete target game assembly
                assemblyPaths.Clear();

                assemblyPaths.Add(gameAssemblyFileName);

                UnrealTypes.GameAssemblyPath      = Path.GetFullPath(gameAssemblyFileName);
                UnrealTypes.GameAssemblyDirectory = Path.GetDirectoryName(UnrealTypes.GameAssemblyPath);

                //string pdbFileName = Path.ChangeExtension(gameAssemblyFileName, ".pdb");
                //byte[] assemblyBuffer = File.ReadAllBytes(gameAssemblyFileName);
                //byte[] pdbBuffer = File.Exists(pdbFileName) ? File.ReadAllBytes(pdbFileName) : null;
                //Assembly assembly = Assembly.Load(assemblyBuffer, pdbBuffer);

                // Need to use LoadFrom instead of LoadFile to for shadow copying to work properly
                Assembly assembly = CurrentAssemblyContext.LoadFrom(gameAssemblyFileName);

                string[] dependencies = ResolveAssemblyDependencies(assembly);
                foreach (string assemblyPath in dependencies)
                {
                    assemblyPaths.Add(assemblyPath);
                }
            }

            EntryPoint.HotReloadAssemblyPaths = assemblyPaths.ToArray();
        }
Beispiel #3
0
        public static int DllMain(string arg)
        {
            try
            {
                Args args = new Args(arg);

                if (!SharedRuntimeState.Initialized)
                {
                    SharedRuntimeState.Initialize((IntPtr)args.GetInt64("RuntimeState"));

                    AssemblyContextRef currentContext;
                    AssemblyContextRef.TryParse(args.GetString("AssemblyContext"), out currentContext);
                    AssemblyContext.Initialize(currentContext);
                    CurrentAssemblyContext.Initialize(currentContext);
                }

                if (args.GetBool("Preloading"))
                {
                    Preloading = true;
                    IntPtr address = (IntPtr)args.GetInt64("RegisterFuncs");
                    if (address != IntPtr.Zero)
                    {
                        NativeFunctions.RegisterFunctions(address);
                        Preloaded = true;
                    }
                    Preloading = false;
                    return(0);
                }
                else
                {
                    unsafe
                    {
                        SharedRuntimeState.Instance->ActiveRuntime = SharedRuntimeState.CurrentRuntime;
                    }

                    DateTime beginUnload = default(DateTime);
                    TimeSpan beginReload = DateTime.Now.TimeOfDay;

                    bool isReloading = false;
                    using (var timing = HotReload.Timing.Create(HotReload.Timing.TotalLoadTime))
                    {
                        using (var subTiming = HotReload.Timing.Create(HotReload.Timing.DataStore_Load))
                        {
                            // If this is a hot-reload then set up the data store
                            HotReload.Data = HotReload.DataStore.Load(SharedRuntimeState.GetHotReloadData());
                            beginUnload    = HotReload.Data.BeginUnloadTime;
                        }

                        HotReload.IsReloading = args.GetBool("Reloading");
                        isReloading           = HotReload.IsReloading;

                        IntPtr address = (IntPtr)args.GetInt64("RegisterFuncs");
                        if (address != IntPtr.Zero)
                        {
                            NativeFunctions.RegisterFunctions(address);
                        }
                    }

                    SharedRuntimeState.SetHotReloadAssemblyPaths(HotReloadAssemblyPaths);

                    TimeSpan endTime = DateTime.Now.TimeOfDay;
                    FMessage.Log("BeginReload: " + beginReload + " (BeginUnload-BeginReload: " + (beginReload - beginUnload.TimeOfDay) + ")");
                    FMessage.Log("EndReload: " + endTime + " (BeginUnload-EndReload: " + (endTime - beginUnload.TimeOfDay) + ")");
                    HotReload.Timing.Print(isReloading);
                    HotReload.Timing.PrintAll();
                    return(0);
                }
            }
            catch (Exception e)
            {
                string exceptionStr = "Entry point exception (UnrealEngine.Runtime): " + e;
                if (SharedRuntimeState.Initialized)
                {
                    SharedRuntimeState.LogError(exceptionStr);
                    SharedRuntimeState.MessageBox(exceptionStr, "Error");
                }
                return(1005);// AssemblyLoaderError.Exception
            }
        }