【问题标题】:TargetInvocationException with CSharpCodeProvider generated DLLsTargetInvocationException 与 CSharpCodeProvider 生成的 DLL
【发布时间】:2011-07-17 19:21:42
【问题描述】:

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。这是我正在开发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具体细节(渲染代码、物理代码、网络等)。脚本在运行时由引擎编译成 DLL。目前我已经建立了引擎和已编译脚本 DLL 之间的通信。 (我创建了一个 Player.cs 脚本,编译后它能够从脚本 DLL 调用我的引擎的“Engine.Print("Foobar"); 方法)引擎也能够使用脚本的方法(引擎搜索所有新的类在编译后在脚本中定义,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,Inventory 和 Player:

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");     
    }
}

播放器.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:

编译清单
OnCompile 播放器
玩家创建

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:

编译清单
OnCompile 播放器

未处理的异常:System.Reflection.TargetInvocationException:调用的目标已引发异常。 ---> System.IO.FileNotFoundException:无法加载文件或程序集“Inventory.cs,版本=0.0.0.0,文化=中性,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()

我已确保我的 Player.cs.dll 具有对 Inventory.cs.dll 的引用。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;
    }
}

我已经单步执行了代码,Inventory.cs 总是按预期在 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。

我一定是遗漏了一些东西,简单地链接参考列表中的 DLL 似乎还不够,错误提到文件 Inventory.cs 未找到。在哪里指定搜索源 .cs 的路径? (.cs.dll 编译后的脚本总是和 .cs 源脚本在同一路径下)

【问题讨论】:

    标签: c# scripting


    【解决方案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您使用 Assembly.LoadFrom() 加载的程序集。

    使用Assembly.LoadFrom() 加载的程序集属于所谓的 loadfrom 上下文。正常引用的程序集和使用Assembly.Load() 加载的程序集属于加载上下文。程序集不会找到存在于其他上下文中的自动引用程序集。

    在这种情况下,两个动态编译的程序集都被加载到 loadfrom 上下文中,因此它们也应该能够相互连接。但是,正在执行的程序集存在于加载上下文中,因此它无法在 loadfrom 上下文中看到其他程序集。 results.CompiledAssembly.GetTypes() 强制将程序集加载到加载上下文中,并且由于无法解析程序集引用而引发异常。 AppDomain.AssemblyResolve 事件需要用于从另一个绑定上下文绑定程序集。

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

    【讨论】:

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