text: /*************************************************************************/
  /*  godotsharp_export.cpp                                                */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2018 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 "godotsharp_export.h"
  
  #include "core/version.h"
  
  #include "../csharp_script.h"
  #include "../godotsharp_defs.h"
  #include "../godotsharp_dirs.h"
  #include "../mono_gd/gd_mono_class.h"
  #include "../mono_gd/gd_mono_marshal.h"
  #include "godotsharp_builds.h"
  
  static MonoString *godot_icall_GodotSharpExport_GetTemplatesDir() {
  	String current_version = VERSION_FULL_CONFIG;
  	String templates_dir = EditorSettings::get_singleton()->get_templates_dir().plus_file(current_version);
  	return GDMonoMarshal::mono_string_from_godot(ProjectSettings::get_singleton()->globalize_path(templates_dir));
  }
  
  static MonoString *godot_icall_GodotSharpExport_GetDataDirName() {
  	String appname = ProjectSettings::get_singleton()->get("application/config/name");
  	String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
  	return GDMonoMarshal::mono_string_from_godot("data_" + appname_safe);
  }
  
  void GodotSharpExport::register_internal_calls() {
  	static bool registered = false;
  	ERR_FAIL_COND(registered);
  	registered = true;
  
  	mono_add_internal_call("GodotSharpTools.Editor.GodotSharpExport::GetTemplatesDir", (void *)godot_icall_GodotSharpExport_GetTemplatesDir);
  	mono_add_internal_call("GodotSharpTools.Editor.GodotSharpExport::GetDataDirName", (void *)godot_icall_GodotSharpExport_GetDataDirName);
  }
  
  void GodotSharpExport::_export_file(const String &p_path, const String &p_type, const Set<String> &) {
  
  	if (p_type != CSharpLanguage::get_singleton()->get_type())
  		return;
  
  	ERR_FAIL_COND(p_path.get_extension() != CSharpLanguage::get_singleton()->get_extension());
  
  	// TODO what if the source file is not part of the game's C# project
  
  	if (!GLOBAL_GET("mono/export/include_scripts_content")) {
  		// We don't want to include the source code on exported games
  		add_file(p_path, Vector<uint8_t>(), false);
  		skip();
  	}
  }
  
  void GodotSharpExport::_export_begin(const Set<String> &p_features, bool p_debug, const String &p_path, int p_flags) {
  
  	// TODO right now there is no way to stop the export process with an error
  
  	ERR_FAIL_COND(!GDMono::get_singleton()->is_runtime_initialized());
  	ERR_FAIL_NULL(TOOLS_DOMAIN);
  	ERR_FAIL_NULL(GDMono::get_singleton()->get_editor_tools_assembly());
  
  	String build_config = p_debug ? "Debug" : "Release";
  
  	ERR_FAIL_COND(!GodotSharpBuilds::build_project_blocking(build_config));
  
  	// Add dependency assemblies
  
  	Map<String, String> dependencies;
  
  	String project_dll_name = ProjectSettings::get_singleton()->get("application/config/name");
  	if (project_dll_name.empty()) {
  		project_dll_name = "UnnamedProject";
  	}
  
  	String project_dll_src_dir = GodotSharpDirs::get_res_temp_assemblies_base_dir().plus_file(build_config);
  	String project_dll_src_path = project_dll_src_dir.plus_file(project_dll_name + ".dll");
  	dependencies.insert(project_dll_name, project_dll_src_path);
  
  	{
  		MonoDomain *export_domain = GDMonoUtils::create_domain("GodotEngine.ProjectExportDomain");
  		ERR_FAIL_NULL(export_domain);
  		_GDMONO_SCOPE_EXIT_DOMAIN_UNLOAD_(export_domain);
  
  		_GDMONO_SCOPE_DOMAIN_(export_domain);
  
  		GDMonoAssembly *scripts_assembly = NULL;
  		bool load_success = GDMono::get_singleton()->load_assembly_from(project_dll_name,
  				project_dll_src_dir, &scripts_assembly, /* refonly: */ true);
  
  		ERR_EXPLAIN("Cannot load refonly assembly: " + project_dll_name);
  		ERR_FAIL_COND(!load_success);
  
  		Vector<String> search_dirs;
  		GDMonoAssembly::fill_search_dirs(search_dirs);
  		Error depend_error = _get_assembly_dependencies(scripts_assembly, search_dirs, dependencies);
  		ERR_FAIL_COND(depend_error != OK);
  	}
  
  	for (Map<String, String>::Element *E = dependencies.front(); E; E = E->next()) {
  		String depend_src_path = E->value();
  		String depend_dst_path = GodotSharpDirs::get_res_assemblies_dir().plus_file(depend_src_path.get_file());
  		ERR_FAIL_COND(!_add_assembly(depend_src_path, depend_dst_path));
  	}
  
  	// Mono specific export template extras (data dir)
  
  	GDMonoClass *export_class = GDMono::get_singleton()->get_editor_tools_assembly()->get_class("GodotSharpTools.Editor", "GodotSharpExport");
  	ERR_FAIL_NULL(export_class);
  	GDMonoMethod *export_begin_method = export_class->get_method("_ExportBegin", 4);
  	ERR_FAIL_NULL(export_begin_method);
  
  	MonoArray *features = mono_array_new(mono_domain_get(), CACHED_CLASS_RAW(String), p_features.size());
  	int i = 0;
  	for (const Set<String>::Element *E = p_features.front(); E; E = E->next()) {
  		MonoString *boxed = GDMonoMarshal::mono_string_from_godot(E->get());
  		mono_array_set(features, MonoString *, i, boxed);
  		i++;
  	}
  
  	MonoBoolean debug = p_debug;
  	MonoString *path = GDMonoMarshal::mono_string_from_godot(p_path);
  	uint32_t flags = p_flags;
  	void *args[4] = { features, &debug, path, &flags };
  	MonoException *exc = NULL;
  	export_begin_method->invoke_raw(NULL, args, &exc);
  
  	if (exc) {
  		GDMonoUtils::debug_print_unhandled_exception(exc);
  		ERR_FAIL();
  	}
  }
  
  bool GodotSharpExport::_add_assembly(const String &p_src_path, const String &p_dst_path) {
  
  	FileAccessRef f = FileAccess::open(p_src_path, FileAccess::READ);
  	ERR_FAIL_COND_V(!f, false);
  
  	Vector<uint8_t> data;
  	data.resize(f->get_len());
  	f->get_buffer(data.ptrw(), data.size());
  
  	add_file(p_dst_path, data, false);
  
  	return true;
  }
  
  Error GodotSharpExport::_get_assembly_dependencies(GDMonoAssembly *p_assembly, const Vector<String> &p_search_dirs, Map<String, String> &r_dependencies) {
  
  	MonoImage *image = p_assembly->get_image();
  
  	for (int i = 0; i < mono_image_get_table_rows(image, MONO_TABLE_ASSEMBLYREF); i++) {
  		MonoAssemblyName *ref_aname = aname_prealloc;
  		mono_assembly_get_assemblyref(image, i, ref_aname);
  		String ref_name = mono_assembly_name_get_name(ref_aname);
  
  		if (r_dependencies.find(ref_name))
  			continue;
  
  		GDMonoAssembly *ref_assembly = NULL;
  		String path;
  		bool has_extension = ref_name.ends_with(".dll") || ref_name.ends_with(".exe");
  
  		for (int i = 0; i < p_search_dirs.size(); i++) {
  			const String &search_dir = p_search_dirs[i];
  
  			if (has_extension) {
  				path = search_dir.plus_file(ref_name);
  				if (FileAccess::exists(path)) {
  					GDMono::get_singleton()->load_assembly_from(ref_name.get_basename(), search_dir, ref_aname, &ref_assembly, true);
  					if (ref_assembly != NULL)
  						break;
  				}
  			} else {
  				path = search_dir.plus_file(ref_name + ".dll");
  				if (FileAccess::exists(path)) {
  					GDMono::get_singleton()->load_assembly_from(ref_name, search_dir, ref_aname, &ref_assembly, true);
  					if (ref_assembly != NULL)
  						break;
  				}
  
  				path = search_dir.plus_file(ref_name + ".exe");
  				if (FileAccess::exists(path)) {
  					GDMono::get_singleton()->load_assembly_from(ref_name, search_dir, ref_aname, &ref_assembly, true);
  					if (ref_assembly != NULL)
  						break;
  				}
  			}
  		}
  
  		if (!ref_assembly) {
  			ERR_EXPLAIN("Cannot load assembly (refonly): " + ref_name);
  			ERR_FAIL_V(ERR_CANT_RESOLVE);
  		}
  
  		r_dependencies.insert(ref_name, ref_assembly->get_path());
  
  		Error err = _get_assembly_dependencies(ref_assembly, p_search_dirs, r_dependencies);
  		if (err != OK)
  			return err;
  	}
  
  	return OK;
  }
  
  GodotSharpExport::GodotSharpExport() {
  	// MonoAssemblyName is an incomplete type (internal to mono), so we can't allocate it ourselves.
  	// There isn't any api to allocate an empty one either, so we need to do it this way.
  	aname_prealloc = mono_assembly_name_new("whatever");
  	mono_assembly_name_free(aname_prealloc); // "it does not frees the object itself, only the name members" (typo included)
  }
  
  GodotSharpExport::~GodotSharpExport() {
  	if (aname_prealloc)
  		mono_free(aname_prealloc);
  }
  