wasm test
This commit is contained in:
@@ -58,3 +58,4 @@ tools/binding_generator/binding_statistics_report.md
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.cache
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project/leanclr/live_reload.txt
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project/deploy/
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+6
-1
@@ -110,11 +110,16 @@ else()
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-Wl,-dead_strip
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-Wl,-exported_symbols_list,${LEANCLR_GODOT_EXPORTED_SYMBOLS}
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)
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elseif(UNIX)
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elseif(UNIX AND NOT EMSCRIPTEN)
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target_link_options(leanclr_godot PRIVATE -Wl,--gc-sections)
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endif()
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endif()
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if(EMSCRIPTEN)
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target_link_options(leanclr_godot PRIVATE -sSIDE_MODULE=1)
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set_target_properties(leanclr_godot PROPERTIES SUFFIX ".wasm")
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endif()
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set_target_properties(leanclr_godot PROPERTIES
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CXX_VISIBILITY_PRESET hidden
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VISIBILITY_INLINES_HIDDEN YES
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@@ -0,0 +1,52 @@
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[preset.0]
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name="Web"
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platform="Web"
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runnable=true
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dedicated_server=false
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custom_features=""
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export_filter="all_resources"
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include_filter="leanclr/*.dll,leanclr/live_reload.txt"
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exclude_filter=""
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export_path="deploy/html/index.html"
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patches=PackedStringArray()
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patch_delta_encoding=false
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patch_delta_compression_level_zstd=19
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patch_delta_min_reduction=0.1
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patch_delta_include_filters="*"
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patch_delta_exclude_filters=""
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encryption_include_filters=""
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encryption_exclude_filters=""
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seed=0
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encrypt_pck=false
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encrypt_directory=false
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script_export_mode=2
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[preset.0.options]
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custom_template/debug="/Volumes/External/Misc/templates_4.6/web_dlink_nothreads_debug.zip"
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custom_template/release="/Volumes/External/Misc/templates_4.6/web_dlink_nothreads_release.zip"
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variant/extensions_support=true
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variant/thread_support=false
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vram_texture_compression/for_desktop=true
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vram_texture_compression/for_mobile=false
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html/export_icon=true
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html/custom_html_shell=""
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html/head_include=""
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html/canvas_resize_policy=2
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html/focus_canvas_on_start=true
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html/experimental_virtual_keyboard=false
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progressive_web_app/enabled=false
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progressive_web_app/ensure_cross_origin_isolation_headers=true
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progressive_web_app/offline_page=""
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progressive_web_app/display=1
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progressive_web_app/orientation=0
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progressive_web_app/icon_144x144=""
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progressive_web_app/icon_180x180=""
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progressive_web_app/icon_512x512=""
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progressive_web_app/background_color=Color(0, 0, 0, 1)
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threads/emscripten_pool_size=8
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threads/godot_pool_size=4
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dotnet/include_scripts_content=false
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dotnet/include_debug_symbols=true
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dotnet/embed_build_outputs=false
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@@ -12,3 +12,4 @@ linux.debug.x86_64 = "res://bin/Debug/libleanclr_godot.so"
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linux.release.x86_64 = "res://bin/Release/libleanclr_godot.so"
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macos.debug = "res://bin/Debug/libleanclr_godot.dylib"
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macos.release = "res://bin/Release/libleanclr_godot.dylib"
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web.release.wasm32 = "res://bin/Release/libleanclr_godot.wasm"
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@@ -74,5 +74,8 @@ Name = &"FlappyScript"
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[node name="HotReloadInputRelay" type="Node" parent="." unique_id=394620894]
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script = ExtResource("4_input_relay")
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attached_assembly_name = "Game"
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reload_type_name = "Game.HotReloadSmoke"
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script_owner_path = NodePath("../FlappyScript")
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[node name="RuntimeCSharpEditor" parent="." unique_id=56462960 instance=ExtResource("3_editor_scene")]
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@@ -1,10 +1,46 @@
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extends Node
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@export var marker_path := "res://leanclr/live_reload.txt"
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@export var attached_assembly_name := ""
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@export var reload_type_name := ""
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@export var script_owner_path: NodePath
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@export var reload_poll_seconds := 0.25
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@onready var hot_reload_host: Node = get_node("../LiveHotReloadHost")
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var _elapsed := 0.0
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func _ready() -> void:
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if hot_reload_host != null:
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hot_reload_host.set_script_owner_path(script_owner_path)
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reload_from_marker()
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set_process(reload_poll_seconds > 0.0)
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set_process_input(true)
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func _process(delta: float) -> void:
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_elapsed += delta
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if _elapsed >= reload_poll_seconds:
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_elapsed = 0.0
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reload_from_marker()
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func _input(event: InputEvent) -> void:
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if hot_reload_host != null:
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hot_reload_host.forward_input(event)
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func reload_from_marker() -> void:
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if hot_reload_host == null:
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return
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var assembly_name := attached_assembly_name
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if marker_path != "" and FileAccess.file_exists(marker_path):
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assembly_name = FileAccess.get_file_as_string(marker_path).strip_edges()
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if assembly_name == "":
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assembly_name = attached_assembly_name
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if assembly_name == "" or assembly_name == hot_reload_host.get_loaded_assembly_name():
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return
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if assembly_name == attached_assembly_name:
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hot_reload_host.use_attached_script(assembly_name)
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else:
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hot_reload_host.reload_assembly(assembly_name, reload_type_name)
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@@ -21,6 +21,11 @@ func _ready() -> void:
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run_button.pressed.connect(compile_and_reload)
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show()
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if OS.has_feature("web"):
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run_button.disabled = true
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_set_status("Web export is read-only; runtime build is desktop only.")
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return
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if OS.has_environment(AUTORUN_ENVIRONMENT) and not autorun_started:
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autorun_started = true
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var code := editor.text
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@@ -69,6 +74,9 @@ func compile_and_reload() -> void:
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if editor == null:
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_set_status("Editor is not ready.")
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return
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if OS.has_feature("web"):
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_set_status("Web export is read-only; runtime build is desktop only.")
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return
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if not _write_text_file(EDIT_SOURCE_PATH, editor.text):
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_set_status("Failed to write HotReloadSmoke.cs")
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@@ -3,7 +3,6 @@
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#include "leanclr_runtime_bridge.h"
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#include <godot_cpp/classes/engine.hpp>
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#include <godot_cpp/classes/file_access.hpp>
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#include <godot_cpp/classes/input_event.hpp>
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#include <godot_cpp/classes/os.hpp>
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#include <godot_cpp/classes/scene_tree.hpp>
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@@ -17,9 +16,6 @@ namespace godot
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namespace
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{
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const char* RELOAD_MARKER_PATH = "res://leanclr/live_reload.txt";
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const char* RELOAD_TYPE_NAME = "Game.HotReloadSmoke";
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bool is_editor_scene_context()
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{
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Engine* engine = Engine::get_singleton();
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@@ -43,6 +39,13 @@ bool is_editor_scene_context()
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void LeanCLRHotReloadHost::_bind_methods()
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{
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ClassDB::bind_method(D_METHOD("forward_input", "event"), &LeanCLRHotReloadHost::forward_input);
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ClassDB::bind_method(D_METHOD("use_attached_script", "assembly_name"), &LeanCLRHotReloadHost::use_attached_script);
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ClassDB::bind_method(D_METHOD("reload_assembly", "assembly_name", "type_name"), &LeanCLRHotReloadHost::reload_assembly);
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ClassDB::bind_method(D_METHOD("set_script_owner_path", "script_owner_path"), &LeanCLRHotReloadHost::set_script_owner_path);
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ClassDB::bind_method(D_METHOD("get_script_owner_path"), &LeanCLRHotReloadHost::get_script_owner_path);
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ClassDB::bind_method(D_METHOD("get_loaded_assembly_name"), &LeanCLRHotReloadHost::get_loaded_assembly_name);
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "script_owner_path"), "set_script_owner_path", "get_script_owner_path");
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}
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LeanCLRHotReloadHost::~LeanCLRHotReloadHost()
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@@ -55,18 +58,17 @@ void LeanCLRHotReloadHost::_notification(int p_what)
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{
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if (p_what == NOTIFICATION_READY)
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{
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if (is_editor_scene_context() || !is_inside_tree() || (get_tree() != nullptr && get_tree()->get_edited_scene_root() != nullptr))
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if (should_skip_runtime())
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{
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set_process(false);
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return;
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}
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set_process(true);
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check_reload_marker();
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}
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else if (p_what == NOTIFICATION_PROCESS)
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{
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if (is_editor_scene_context() || !is_inside_tree() || (get_tree() != nullptr && get_tree()->get_edited_scene_root() != nullptr))
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if (should_skip_runtime())
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{
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return;
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}
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@@ -76,80 +78,96 @@ void LeanCLRHotReloadHost::_notification(int p_what)
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{
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LeanCLRRuntimeBridge::invoke_script_process(managed_object, delta);
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}
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elapsed += delta;
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if (elapsed >= 0.25)
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{
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elapsed = 0.0;
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check_reload_marker();
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}
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}
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}
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void LeanCLRHotReloadHost::forward_input(const Ref<InputEvent>& p_event)
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{
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if (managed_object == nullptr || !p_event.is_valid() || is_editor_scene_context() || !is_inside_tree() ||
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(get_tree() != nullptr && get_tree()->get_edited_scene_root() != nullptr))
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if (!p_event.is_valid() || should_skip_runtime())
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{
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return;
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}
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LeanCLRRuntimeBridge::invoke_script_method(managed_object, "_Input", p_event.ptr());
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void* target_object = get_active_script_object();
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if (target_object != nullptr)
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{
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LeanCLRRuntimeBridge::invoke_script_method(target_object, "_Input", p_event.ptr());
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}
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}
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void LeanCLRHotReloadHost::check_reload_marker()
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void LeanCLRHotReloadHost::use_attached_script(const String& p_assembly_name)
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{
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String assembly_name = "Game";
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if (FileAccess::file_exists(RELOAD_MARKER_PATH))
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LeanCLRRuntimeBridge::release_script_object(managed_object);
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managed_object = nullptr;
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loaded_assembly_name = p_assembly_name;
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UtilityFunctions::print("LeanCLR live reload: using attached script assembly = ", loaded_assembly_name);
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}
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void LeanCLRHotReloadHost::set_script_owner_path(const NodePath& p_script_owner_path)
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{
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script_owner_path = p_script_owner_path;
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}
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NodePath LeanCLRHotReloadHost::get_script_owner_path() const
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{
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return script_owner_path;
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}
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String LeanCLRHotReloadHost::get_loaded_assembly_name() const
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{
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return loaded_assembly_name;
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}
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bool LeanCLRHotReloadHost::should_skip_runtime() const
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{
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return is_editor_scene_context() || !is_inside_tree() || (get_tree() != nullptr && get_tree()->get_edited_scene_root() != nullptr);
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}
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Object* LeanCLRHotReloadHost::get_script_owner() const
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{
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if (!script_owner_path.is_empty())
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{
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assembly_name = FileAccess::get_file_as_string(RELOAD_MARKER_PATH).strip_edges();
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if (assembly_name.is_empty())
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Node* owner = get_node_or_null(script_owner_path);
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if (owner != nullptr)
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{
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assembly_name = "Game";
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return owner;
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}
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}
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if (assembly_name == loaded_assembly_name)
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{
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return;
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}
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reload_managed_object(assembly_name);
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return const_cast<LeanCLRHotReloadHost*>(this);
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}
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void LeanCLRHotReloadHost::reload_managed_object(const String& p_assembly_name)
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void* LeanCLRHotReloadHost::get_attached_script_object() const
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{
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if (p_assembly_name == String("Game"))
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Object* owner = get_script_owner();
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return owner != nullptr ? LeanCLRRuntimeBridge::get_script_object_for_owner(owner) : nullptr;
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}
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void* LeanCLRHotReloadHost::get_active_script_object() const
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{
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return managed_object != nullptr ? managed_object : get_attached_script_object();
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}
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bool LeanCLRHotReloadHost::reload_assembly(const String& p_assembly_name, const String& p_type_name)
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{
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if (p_assembly_name.is_empty() || p_type_name.is_empty())
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{
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LeanCLRRuntimeBridge::release_script_object(managed_object);
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managed_object = nullptr;
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loaded_assembly_name = p_assembly_name;
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UtilityFunctions::print("LeanCLR live reload: using attached script assembly = ", loaded_assembly_name);
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return;
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UtilityFunctions::printerr("LeanCLR live reload: assembly_name and type_name are required.");
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return false;
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}
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Object* owner = this;
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Node* parent = get_parent();
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if (parent != nullptr)
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{
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Node* script_owner = parent->get_node_or_null(NodePath("FlappyScript"));
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if (script_owner != nullptr)
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{
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owner = script_owner;
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}
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}
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void* previous_object = managed_object != nullptr ? managed_object : LeanCLRRuntimeBridge::get_script_object_for_owner(owner);
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Object* owner = get_script_owner();
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void* previous_object = get_active_script_object();
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Variant custom_state;
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const bool has_custom_state = previous_object != nullptr &&
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LeanCLRRuntimeBridge::has_script_method(previous_object, "CaptureHotReloadState", 0) &&
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LeanCLRRuntimeBridge::invoke_script_method(previous_object, "CaptureHotReloadState", nullptr, 0, &custom_state);
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void* next_object = LeanCLRRuntimeBridge::create_script_object(p_assembly_name, RELOAD_TYPE_NAME, owner);
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void* next_object = LeanCLRRuntimeBridge::create_script_object(p_assembly_name, p_type_name, owner);
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if (next_object == nullptr)
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{
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UtilityFunctions::printerr("LeanCLR live reload: failed to load ", p_assembly_name, ": ", LeanCLRRuntimeBridge::get_last_error());
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return;
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return false;
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}
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const int32_t migrated_fields = LeanCLRRuntimeBridge::migrate_script_state(previous_object, next_object);
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@@ -169,6 +187,7 @@ void LeanCLRHotReloadHost::reload_managed_object(const String& p_assembly_name)
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UtilityFunctions::print("LeanCLR live reload: migrated fields = ", migrated_fields);
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LeanCLRRuntimeBridge::invoke_script_ready(managed_object);
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LeanCLRRuntimeBridge::invoke_script_method(managed_object, "OnHotReloaded");
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return true;
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}
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} // namespace godot
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@@ -2,6 +2,7 @@
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#include <godot_cpp/classes/node.hpp>
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#include <godot_cpp/classes/input_event.hpp>
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#include <godot_cpp/variant/node_path.hpp>
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#include <godot_cpp/variant/string.hpp>
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namespace godot
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@@ -14,18 +15,26 @@ class LeanCLRHotReloadHost : public Node
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public:
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~LeanCLRHotReloadHost();
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void forward_input(const Ref<InputEvent>& p_event);
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void use_attached_script(const String& p_assembly_name);
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bool reload_assembly(const String& p_assembly_name, const String& p_type_name);
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void set_script_owner_path(const NodePath& p_script_owner_path);
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NodePath get_script_owner_path() const;
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String get_loaded_assembly_name() const;
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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private:
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void check_reload_marker();
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void reload_managed_object(const String& p_assembly_name);
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bool should_skip_runtime() const;
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Object* get_script_owner() const;
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void* get_attached_script_object() const;
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void* get_active_script_object() const;
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NodePath script_owner_path;
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void* managed_object = nullptr;
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String loaded_assembly_name;
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double elapsed = 0.0;
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};
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} // namespace godot
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@@ -26,6 +26,7 @@
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#include "vm/settings.h"
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#include "interp/eval_stack_op.h"
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#include <cstdint>
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#include <string>
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#include <vector>
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#include <unordered_map>
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@@ -62,9 +63,19 @@ bool& godot_icalls_registered()
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return value;
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}
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std::unordered_map<Object*, leanclr::vm::RtObject*>& script_objects_by_owner()
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struct GodotObjectPtrHasher
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{
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static std::unordered_map<Object*, leanclr::vm::RtObject*>* objects = new std::unordered_map<Object*, leanclr::vm::RtObject*>;
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std::size_t operator()(const Object* p_object) const noexcept
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{
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return static_cast<std::size_t>(reinterpret_cast<uintptr_t>(p_object));
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}
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};
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using ScriptObjectByOwnerMap = std::unordered_map<Object*, leanclr::vm::RtObject*, GodotObjectPtrHasher>;
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ScriptObjectByOwnerMap& script_objects_by_owner()
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{
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static ScriptObjectByOwnerMap* objects = new ScriptObjectByOwnerMap;
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return *objects;
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}
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|
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Reference in New Issue
Block a user