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); } } }
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); }
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); }); } } }
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); }