Esempio n. 1
0
        public static int DllMain(string arg)
        {
            assemblyPath = null;

            Args args = new Args(arg);

            assemblyPath = args.GetString("MainAssembly");
            if (!string.IsNullOrEmpty(assemblyPath))
            {
                if (string.IsNullOrEmpty(assemblyPath) || !File.Exists(assemblyPath))
                {
                    return((int)AssemblyLoaderError.MainAssemblyNotFound);
                }
                mainAssemblyDirectory = Path.GetDirectoryName(assemblyPath);
            }
            else
            {
                return((int)AssemblyLoaderError.MainAssemblyPathNotProvided);
            }

            IntPtr asyncTaskAddr      = (IntPtr)args.GetInt64("AsyncTask");
            IntPtr isInGameThreadAddr = (IntPtr)args.GetInt64("IsInGameThread");

            if (asyncTaskAddr == IntPtr.Zero || isInGameThreadAddr == IntPtr.Zero)
            {
                return((int)AssemblyLoaderError.GameThreadAsyncNull);
            }
            GameThreadHelper.Init(asyncTaskAddr, isInGameThreadAddr);

            entryPointArg = arg;

            string currentAssemblyPath     = Assembly.GetExecutingAssembly().Location;
            string currentAssemblyFileName = Path.GetFileNameWithoutExtension(currentAssemblyPath);

            currentAssemblyDirectory = Path.GetDirectoryName(currentAssemblyPath);

            if (!IsSameOrSubDirectory(currentAssemblyDirectory, mainAssemblyDirectory))
            {
                return((int)AssemblyLoaderError.MainAssemblyPathNotProvided);
            }

            if (!ReloadAppDomain())
            {
                return((int)AssemblyLoaderError.LoadFailed);
            }

            return(0);
        }
Esempio n. 2
0
        private static void CreatePreloadedContext(string entryPointArg)
        {
            Runtime.AssemblyContextRef contextRef = Runtime.AssemblyContextRef.Invalid;

            if (SharedRuntimeState.CurrentRuntime == EDotNetRuntime.CoreCLR)
            {
                contextRef = Runtime.AssemblyContext.Create();
            }
            else
            {
                // Seperate method to avoid issues with .NET Core
                contextRef = CreatePreloadedContextAppDomain(entryPointArg);
            }

            entryPointArg += "|AssemblyContext=" + contextRef.Format();

            if (!contextRef.IsInvalid)
            {
                Debug.Assert(preloadedContextRef.IsInvalid, "Trying to preload when there is already something preloaded");

                try
                {
                    AssemblyLoader loader = new AssemblyLoader(mainAssemblyPath, entryPointType, entryPointMethod, entryPointArg, true, contextRef);
                    contextRef.DoCallBack(loader.Load);
                    preloadedContextRef = contextRef;
                }
                catch (Exception e)
                {
                    GameThreadHelper.Run(delegate() // For stylized message box (as we may not be in the game thread)
                    {
                        MessageBox("Failed to create assembly context for \"" + mainAssemblyPath + "\" " +
                                   Environment.NewLine + Environment.NewLine + e, errorMsgBoxTitle);
                    });
                    preloadFailed = true;
                    UnloadContext(contextRef);
                }
            }
        }
Esempio n. 3
0
        private static bool ReloadAppDomain()
        {
            if (!GameThreadHelper.IsInGameThread())
            {
                bool result = false;
                GameThreadHelper.Run(delegate { result = ReloadAppDomain(); });
                return(result);
            }

            if (!File.Exists(assemblyPath))
            {
                hotreloadData = null;
                return(false);
            }

            if (appDomain != null)
            {
                UnloadAppDomain();
            }

            if (LoadAssemblyWithoutAppDomain)
            {
                try
                {
                    AssemblyLoader loader = new AssemblyLoader(assemblyPath, entryPointType, entryPointMethod, entryPointArg, hotreloadData, false);
                    loader.Load();
                }
                catch (Exception e)
                {
                    MessageBox.Show("Failed to load assembly \"" + assemblyPath + "\" " +
                                    Environment.NewLine + Environment.NewLine + e, errorMsgBoxTitle);
                    hotreloadData = null;
                    return(false);
                }
            }
            else
            {
                string entryPointArgEx = entryPointArg;
                bool   firstLoad       = preloadAppDomainWaitHandle == null;
                if (firstLoad)
                {
                    PreloadNextAppDomain(true);
                }
                else
                {
                    entryPointArgEx += "|Reloading=true";
                }

                preloadAppDomainWaitHandle.WaitOne(Timeout.Infinite);
                preloadAppDomainWaitHandle.Reset();

                if (!preloadFailed)
                {
                    appDomain        = preloadAppDomain;
                    preloadAppDomain = null;

                    try
                    {
                        AssemblyLoader loader = new AssemblyLoader(assemblyPath, entryPointType, entryPointMethod, entryPointArgEx, hotreloadData, false);
                        appDomain.DoCallBack(loader.Load);
                        UpdateAssemblyWatchers(appDomain.GetData(hotReloadAssemblyPathsName) as string[]);
                    }
                    catch (Exception e)
                    {
                        MessageBox.Show("Failed to create AppDomain for \"" + assemblyPath + "\" " +
                                        Environment.NewLine + Environment.NewLine + e, errorMsgBoxTitle);
                    }
                }
            }

            if (!LoadAssemblyWithoutAppDomain)
            {
                PreloadNextAppDomain(false);
            }
            hotreloadData = null;
            return(true);
        }
Esempio n. 4
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        private static void UnloadContext(Runtime.AssemblyContextRef contextRef, bool threaded = true)
        {
            if (threaded)
            {
                // Run the Unload on a seperate thread to avoid waiting for it.
                new Thread(delegate()
                {
                    UnloadContext(contextRef, false);
                }).Start();
            }
            else
            {
                Exception exception = null;
                bool      unloaded  = false;

                if (SharedRuntimeState.CurrentRuntime == EDotNetRuntime.CoreCLR)
                {
                    WeakReference weakRef = contextRef.GetWeakReference();

                    try
                    {
                        // Just fire and hope for the best
                        contextRef.Unload();
                        unloaded = true;
                    }
                    catch (Exception e)
                    {
                        exception = e;
                    }

                    if (unloaded && weakRef != null)
                    {
                        for (int i = 0; i < 15 && weakRef.IsAlive; i++)
                        {
                            GC.Collect();
                            GC.WaitForPendingFinalizers();
                            if (i > 10)
                            {
                                Thread.Sleep(100);
                            }
                        }

                        if (weakRef.IsAlive)
                        {
                            exception = new Exception(".NET Core couldn't unload the AssemblyLoadContext. There is likely some global event" +
                                                      " which is being bound to. You will crash on the next load due to the state not being cleaned up properly.");
                            unloaded = false;
                        }
                    }
                }
                else
                {
                    for (int i = 0; i < 3; i++)
                    {
                        try
                        {
                            contextRef.Unload();
                            unloaded = true;
                            break;
                        }
                        catch (CannotUnloadAppDomainException e)
                        {
                            exception = e;
                        }
                        catch (AppDomainUnloadedException e)
                        {
                            exception = e;
                        }

                        // Give it a little more time and then try again
                        Thread.Sleep(300);
                    }
                }

                if (!unloaded)
                {
                    GameThreadHelper.Run(delegate() // For stylized message box (as we may not be in the game thread)
                    {
                        MessageBox("Failed to unload assembly context for \"" + mainAssemblyPath + "\" " +
                                   Environment.NewLine + Environment.NewLine + exception, unloadErrorMsgBoxTitle);
                    });
                }
            }
        }
Esempio n. 5
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        public static int DllMain(string arg)
        {
            try
            {
                Args args = new Args(arg);

                SharedRuntimeState.Initialize((IntPtr)args.GetInt64("RuntimeState"));
                Runtime.AssemblyContext.Initialize();

                mainAssemblyPath = args.GetString("MainAssembly");
                if (!string.IsNullOrEmpty(mainAssemblyPath))
                {
                    if (string.IsNullOrEmpty(mainAssemblyPath) || !File.Exists(mainAssemblyPath))
                    {
                        return((int)AssemblyLoaderError.MainAssemblyNotFound);
                    }
                    mainAssemblyDirectory = Path.GetDirectoryName(mainAssemblyPath);
                }
                else
                {
                    return((int)AssemblyLoaderError.MainAssemblyPathNotProvided);
                }

                IntPtr addTickerAddr      = (IntPtr)args.GetInt64("AddTicker");
                IntPtr isInGameThreadAddr = (IntPtr)args.GetInt64("IsInGameThread");
                if (addTickerAddr == IntPtr.Zero || isInGameThreadAddr == IntPtr.Zero)
                {
                    return((int)AssemblyLoaderError.GameThreadHelpersNull);
                }
                GameThreadHelper.Init(addTickerAddr, isInGameThreadAddr, OnRuntimeChanged);

                Debug.Assert(GameThreadHelper.IsInGameThread());

                entryPointArg = arg;

                string currentAssemblyPath     = Assembly.GetExecutingAssembly().Location;
                string currentAssemblyFileName = Path.GetFileNameWithoutExtension(currentAssemblyPath);
                currentAssemblyDirectory = Path.GetDirectoryName(currentAssemblyPath);

                if (!IsSameOrSubDirectory(currentAssemblyDirectory, mainAssemblyDirectory))
                {
                    return((int)AssemblyLoaderError.MainAssemblyPathNotProvided);
                }

                // If there is already a loaded runtime only do a pre-load
                if (SharedRuntimeState.GetLoadedRuntimes() != EDotNetRuntime.None)
                {
                    Debug.Assert(mainContextRef.IsInvalid);

                    // Make sure the main assembly path exists
                    if (!File.Exists(mainAssemblyPath))
                    {
                        return((int)AssemblyLoaderError.LoadFailed);
                    }

                    // Make sure we are using assmbly contexts loadding otherwise hotreload wont work which defeats the purpose of
                    // using multiple runtimes
                    if (LoadAssemblyWithoutContexts)
                    {
                        return((int)AssemblyLoaderError.LoadFailed);
                    }

                    // Preload now and then do a full load when NextRuntime is set to this runtime type
                    PreloadNextContext();

                    // Watch for assembly changes (the paths should have been set up by the full load in the other runtime)
                    UpdateAssemblyWatchers();

                    return(0);
                }

                unsafe
                {
                    SharedRuntimeState.Instance->ActiveRuntime = SharedRuntimeState.CurrentRuntime;
                }

                bool loaded;
                if (LoadAssemblyWithoutContexts)
                {
                    loaded = LoadWithoutUsingContexts();
                }
                else
                {
                    loaded = ReloadMainContext();
                }
                if (!loaded)
                {
                    unsafe
                    {
                        SharedRuntimeState.Instance->ActiveRuntime = EDotNetRuntime.None;
                    }
                    return((int)AssemblyLoaderError.LoadFailed);
                }
            }
            catch (Exception e)
            {
                string exceptionStr = "Entry point exception (Loader): " + e;
                if (SharedRuntimeState.Initialized)
                {
                    SharedRuntimeState.LogError(exceptionStr);
                    SharedRuntimeState.MessageBox(exceptionStr, errorMsgBoxTitle);
                }
                return((int)AssemblyLoaderError.Exception);
            }

            return(0);
        }
Esempio n. 6
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        private static bool ReloadMainContext(bool threaded = true)
        {
            if (!GameThreadHelper.IsInGameThread())
            {
                bool result = false;
                GameThreadHelper.Run(delegate { result = ReloadMainContext(); });
                return(result);
            }

            if (!SharedRuntimeState.IsActiveRuntime)
            {
                return(false);
            }

            if (!File.Exists(mainAssemblyPath))
            {
                SharedRuntimeState.SetHotReloadData(null);
                return(false);
            }

            if (!mainContextRef.IsInvalid)
            {
                UnloadMainContext(threaded);
            }

            string entryPointArgEx = entryPointArg;
            bool   firstLoad       = preloadContextWaitHandle == null;

            if (firstLoad)
            {
                PreloadNextContext(threaded);
            }
            else
            {
                entryPointArgEx += "|Reloading=true";
            }

            preloadContextWaitHandle.WaitOne(Timeout.Infinite);
            preloadContextWaitHandle.Reset();

            if (!preloadFailed)
            {
                Debug.Assert(!preloadedContextRef.IsInvalid, "Preloaded context shouldn't be invalid");

                mainContextRef      = preloadedContextRef;
                preloadedContextRef = Runtime.AssemblyContextRef.Invalid;

                entryPointArgEx += "|AssemblyContext=" + mainContextRef.Format();

                try
                {
                    AssemblyLoader loader = new AssemblyLoader(mainAssemblyPath, entryPointType, entryPointMethod, entryPointArgEx, false, mainContextRef);
                    mainContextRef.DoCallBack(loader.Load);
                    UpdateAssemblyWatchers();
                }
                catch (Exception e)
                {
                    MessageBox("Failed to create assembly context for \"" + mainAssemblyPath + "\" " +
                               Environment.NewLine + Environment.NewLine + e, errorMsgBoxTitle);
                }
            }

            PreloadNextContext(threaded);
            SharedRuntimeState.SetHotReloadData(null);
            return(true);
        }