具有CSharpCodeProvider生成的DLL的TargetInvocationException

时间:2011-03-17 22:55:14

标签: c# scripting

我正在尝试创建一个脚本系统,该系统使用C#的CSharpCodeProvider在运行时构建C#代码。这是我正在研究的一个简单的游戏引擎,用XNA 4.0编写。 目标是让用户能够通过C#修改游戏元素,而无需访问游戏引擎的细节(渲染代码,物理代码,网络等)。脚本在运行时由引擎编译为DLL。目前,我在引擎和已编译的脚本DLL之间建立了通信。 (我创建了一个Player.cs脚本,并且在编译之后它能够调用我的引擎的“Engine.Print(”Foobar“);来自脚本DLL的方法)引擎也能够使用脚本的方法(引擎搜索到编译后在脚本中定义的所有新类,并在编译后调用它们的“OnCompile()”方法。

问题始于脚本间通信:我有2个脚本,库存和播放器:

Inventory.cs:

public class Inventory  
{  
    int foobar;  

    public Inventory()
    {
        foobar = 42;
    }

    public static void OnCompile()
    {
        // This method exists in the Engine DLL, linked to this script
        Engine.Print("OnCompile Inventory");     
    }
}

Player.cs:

using Scripts.Inventory;

public class Player
{
    Inventory inventory;  

    public Player()  
    {
        //inventory = new Inventory();  
        Engine.Print("Player created");  
    }


    public static void OnCompile()  
    {
        Engine.Print("OnCompile Player");  
        Player test = new Player();
    }
}

此代码功能,调试输出打印:

OnCompile库存
OnCompile播放器
玩家创建了

但是,一旦我取消注释inventory = new Inventory();在Player构造函数中 调试输出如下:

OnCompile库存
OnCompile Player

未处理的异常:System.Reflection.TargetInvocationException:调用的目标抛出了异常。 ---> System.IO.FileNotFoundException:无法加载文件或程序集“Inventory.cs,Version = 0.0.0.0,Culture = neutral,PublicKeyToken = null”或其依赖项之一。该系统找不到指定的文件。    在Scripts.Player.Player..ctor()    在Scripts.Player.Player.OnCompile()

我确保我的Player.cs.dll引用了Inventory.cs.dll。我的编译代码如下:

    public static bool Compile(string fileName, bool forceRecompile = false)
    {
        // Check to see if this assembly already exists.
        // If it does, then just return a reference to it, unless
        // it is told to forceRecompile, in which case
        // it will delete the old, and continue compiling
        if (File.Exists("./" + fileName + ".dll"))
        {
            if (forceRecompile)
            {
                File.Delete(fileName + ".dll");
            }
            else
            {
                return true;
            }
        }


        // Generate a name space name. this means removing the initial ./
        // of the path, and replacing all subsequent /'s with .'s
        // Also removing the .cs at the end

        // i.e: ./Scripts/Player.cs becomes
        //      Scripts.Player

        string namespaceName = "";

        if (fileName.LastIndexOf('.') != -1)
        {
            fileName = fileName.Remove(fileName.LastIndexOf('.'));
        }

        namespaceName = fileName.Replace('/', '.');
        namespaceName = namespaceName.Substring(2);

        // Add references, starting with ScriptBase.dll.
        // ScriptBase.dll is a helper library that provides
        // access to debug functions such as Console.Write

        List<string> references = new List<string>() 
        { 
            "./ScriptBase.dll",
            "System.dll"        // TODO: remove later
        };


        // Open the script file wit ha StreamReader
        StreamReader fileStream;
        string scriptSource = "";

        fileStream = File.OpenText("./" + fileName + ".cs");


        // Preprocess the script. This is important, as it resolves
        // using statements, so that if a script references another
        // script, it will have the dependency registered before
        // compiling.
        do
        {
            string line = fileStream.ReadLine();

            string[] words = line.Split(' ');

            // Found a using statement:
            if (words[0] == "using")
            {
                // Get the namepsace name:
                string library = words[1];

                library = library.Remove(library.Length - 1); // get rid of semicolon

                // Convert back to a path
                library = library.Replace('.', '/');


                // See if the assembly exists, or we are forcing the recompilation
                if (!File.Exists("./" + library + ".cs.dll") || forceRecompile)
                {
                    // We need to compile it now.
                    // See if the script file exists...
                    if (File.Exists("./" + library + ".cs"))
                    {
                        // if it does, compile that, if it doesn't then we bail
                        if (!Compile("./" + library + ".cs", forceRecompile))
                        {
                            return false;
                        }
                    }
                    else
                    {
                        return false;
                    }
                }
                // Now that it's compiled, and we need it link it with our reference list...
                references.Add("./" + library + ".cs.dll");
            }
            // Piece it back together as one string, line by line.
            scriptSource = scriptSource + line + "\n";

        } while (!fileStream.EndOfStream);


        fileStream.Close();

        // Automagically add our namepsace to the script, so the scriptor doesn't have to, also automatically
        // include ScriptBase
        // This is where Engine class is found for Print() debug method        

        string source = "using ScriptBase; namespace " + namespaceName + "{" + scriptSource + "}";


        // Set up the compiler:
        Dictionary<string, string> providerOptions = new Dictionary<string, string> 
        { 
            { "CompilerVersion", "v3.5" } 
        };

        CSharpCodeProvider provider = new CSharpCodeProvider(providerOptions);


        // Create compilation params... Here we link our references, and append ".cs.dll" to our file name
        // So now for example, ./Scripts/Player.cs compiles to ./Script/Player.cs.dll
        CompilerParameters compilerParams = new CompilerParameters(references.ToArray(), fileName + ".cs.dll")
        {
            GenerateInMemory = true,
            GenerateExecutable = false, // compile as DLL

        };

        // Compile and check errors
        CompilerResults results = provider.CompileAssemblyFromSource(compilerParams, source);
        if (results.Errors.Count != 0)
        {
            foreach (CompilerError error in results.Errors)
            {
                // Write out any errors found:
                Console.WriteLine("Syntax Error in " + error.FileName + " (" + error.Line + "): " + error.ErrorText);
            }

            return false;
        }

        // Return our Script struct, which keeps all the information together,
        // and registers it so that Script.GetCompiledScript("./Scripts/Player.cs.dll");
        // returns the compiled script, or null if it's never been compiled

        Assembly.LoadFrom(fileName + ".cs.dll");

        foreach (Type type in results.CompiledAssembly.GetTypes())
        {
            new ScriptClass(fileName + ".cs.dll", type);
        }

        return true;
    }
}

我已经完成了代码,Inventory.cs总是按照预期在Player.cs之前编译,并且在编译之前正确地将Inventory.cs.dll添加到Player.cs的引用列表中。

我必须遗漏一些东西,只是链接引用列表中的DLL似乎不够,错误提到找不到Inventory.cs文件。在哪里指定搜索源.cs的路径? (.cs.dll编译脚本始终与.cs源脚本位于同一路径中)

1 个答案:

答案 0 :(得分:1)

您需要为AppDomain.AssemblyResolve事件添加处理程序。在处理程序中,您可以将程序集名称映射到已使用Assembly.LoadFrom()加载的程序集。

加载Assembly.LoadFrom()的程序集属于所谓的loadfrom context。加载了Assembly.Load()的正常引用的程序集和程序集属于加载上下文。程序集找不到其他上下文中存在的自动引用的程序集。

在这种情况下,两个动态编译的程序集都被加载到loadfrom context中,因此它们应该能够彼此相继。但是,执行程序集存在于加载上下文中,因此无法在loadfrom上下文中查看其他程序集。 results.CompiledAssembly.GetTypes()强制将程序集加载到加载上下文中,并抛出异常,因为无法解析程序集引用。需要使用AppDomain.AssemblyResolve事件来绑定来自另一个绑定上下文的程序集。

有关绑定上下文的更多信息:http://blogs.msdn.com/b/suzcook/archive/2003/05/29/57143.aspx