make parallel rewriting optional

This commit is contained in:
Jesse Plamondon-Willard 2020-06-20 00:50:23 -04:00
parent a9ca7dcdc0
commit 067163da02
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GPG Key ID: CF8B1456B3E29F49
7 changed files with 129 additions and 71 deletions

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@ -9,7 +9,7 @@
## Upcoming release ## Upcoming release
* For players: * For players:
* Reduced startup time when loading mod DLLs (thanks to ZaneYork!). * Added experimental option to reduce startup time when loading mod DLLs (thanks to ZaneYork!). Enable `RewriteInParallel` in the `smapi-internal/config.json` to try it.
* Reduced processing time when a mod loads many unpacked images (thanks to Entoarox!). * Reduced processing time when a mod loads many unpacked images (thanks to Entoarox!).
* Mod warnings are now listed alphabetically. * Mod warnings are now listed alphabetically.
* MacOS files starting with `._` are now ignored and can no longer cause skipped mods. * MacOS files starting with `._` are now ignored and can no longer cause skipped mods.

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@ -52,6 +52,14 @@ namespace StardewModdingAPI
/**** /****
** Internal ** Internal
****/ ****/
/// <summary>Whether SMAPI was compiled in debug mode.</summary>
internal const bool IsDebugBuild =
#if DEBUG
true;
#else
false;
#endif
/// <summary>The URL of the SMAPI home page.</summary> /// <summary>The URL of the SMAPI home page.</summary>
internal const string HomePageUrl = "https://smapi.io"; internal const string HomePageUrl = "https://smapi.io";

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@ -76,9 +76,10 @@ namespace StardewModdingAPI.Framework.ModLoading
/// <param name="mod">The mod for which the assembly is being loaded.</param> /// <param name="mod">The mod for which the assembly is being loaded.</param>
/// <param name="assemblyPath">The assembly file path.</param> /// <param name="assemblyPath">The assembly file path.</param>
/// <param name="assumeCompatible">Assume the mod is compatible, even if incompatible code is detected.</param> /// <param name="assumeCompatible">Assume the mod is compatible, even if incompatible code is detected.</param>
/// <param name="rewriteInParallel">Whether to enable experimental parallel rewriting.</param>
/// <returns>Returns the rewrite metadata for the preprocessed assembly.</returns> /// <returns>Returns the rewrite metadata for the preprocessed assembly.</returns>
/// <exception cref="IncompatibleInstructionException">An incompatible CIL instruction was found while rewriting the assembly.</exception> /// <exception cref="IncompatibleInstructionException">An incompatible CIL instruction was found while rewriting the assembly.</exception>
public Assembly Load(IModMetadata mod, string assemblyPath, bool assumeCompatible) public Assembly Load(IModMetadata mod, string assemblyPath, bool assumeCompatible, bool rewriteInParallel)
{ {
// get referenced local assemblies // get referenced local assemblies
AssemblyParseResult[] assemblies; AssemblyParseResult[] assemblies;
@ -108,7 +109,7 @@ namespace StardewModdingAPI.Framework.ModLoading
continue; continue;
// rewrite assembly // rewrite assembly
bool changed = this.RewriteAssembly(mod, assembly.Definition, loggedMessages, logPrefix: " "); bool changed = this.RewriteAssembly(mod, assembly.Definition, loggedMessages, logPrefix: " ", rewriteInParallel);
// detect broken assembly reference // detect broken assembly reference
foreach (AssemblyNameReference reference in assembly.Definition.MainModule.AssemblyReferences) foreach (AssemblyNameReference reference in assembly.Definition.MainModule.AssemblyReferences)
@ -262,9 +263,10 @@ namespace StardewModdingAPI.Framework.ModLoading
/// <param name="assembly">The assembly to rewrite.</param> /// <param name="assembly">The assembly to rewrite.</param>
/// <param name="loggedMessages">The messages that have already been logged for this mod.</param> /// <param name="loggedMessages">The messages that have already been logged for this mod.</param>
/// <param name="logPrefix">A string to prefix to log messages.</param> /// <param name="logPrefix">A string to prefix to log messages.</param>
/// <param name="rewriteInParallel">Whether to enable experimental parallel rewriting.</param>
/// <returns>Returns whether the assembly was modified.</returns> /// <returns>Returns whether the assembly was modified.</returns>
/// <exception cref="IncompatibleInstructionException">An incompatible CIL instruction was found while rewriting the assembly.</exception> /// <exception cref="IncompatibleInstructionException">An incompatible CIL instruction was found while rewriting the assembly.</exception>
private bool RewriteAssembly(IModMetadata mod, AssemblyDefinition assembly, HashSet<string> loggedMessages, string logPrefix) private bool RewriteAssembly(IModMetadata mod, AssemblyDefinition assembly, HashSet<string> loggedMessages, string logPrefix, bool rewriteInParallel)
{ {
ModuleDefinition module = assembly.MainModule; ModuleDefinition module = assembly.MainModule;
string filename = $"{assembly.Name.Name}.dll"; string filename = $"{assembly.Name.Name}.dll";
@ -313,7 +315,7 @@ namespace StardewModdingAPI.Framework.ModLoading
return rewritten; return rewritten;
} }
); );
bool anyRewritten = rewriter.RewriteModule(); bool anyRewritten = rewriter.RewriteModule(rewriteInParallel);
// handle rewrite flags // handle rewrite flags
foreach (IInstructionHandler handler in handlers) foreach (IInstructionHandler handler in handlers)

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@ -1,4 +1,5 @@
using System; using System;
using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Threading; using System.Threading;
using System.Threading.Tasks; using System.Threading.Tasks;
@ -56,15 +57,20 @@ namespace StardewModdingAPI.Framework.ModLoading.Framework
} }
/// <summary>Rewrite the loaded module code.</summary> /// <summary>Rewrite the loaded module code.</summary>
/// <param name="rewriteInParallel">Whether to enable experimental parallel rewriting.</param>
/// <returns>Returns whether the module was modified.</returns> /// <returns>Returns whether the module was modified.</returns>
public bool RewriteModule() public bool RewriteModule(bool rewriteInParallel)
{ {
int typesChanged = 0; IEnumerable<TypeDefinition> types = this.Module.GetTypes().Where(type => type.BaseType != null); // skip special types like <Module>
Exception exception = null;
Parallel.ForEach( // experimental parallel rewriting
source: this.Module.GetTypes().Where(type => type.BaseType != null), // skip special types like <Module> // This may cause intermittent startup errors and is disabled by default: https://github.com/Pathoschild/SMAPI/issues/721
body: type => if (rewriteInParallel)
{
int typesChanged = 0;
Exception exception = null;
Parallel.ForEach(types, type =>
{ {
if (exception != null) if (exception != null)
return; return;
@ -72,50 +78,7 @@ namespace StardewModdingAPI.Framework.ModLoading.Framework
bool changed = false; bool changed = false;
try try
{ {
changed |= this.RewriteCustomAttributes(type.CustomAttributes); changed = this.RewriteTypeDefinition(type);
changed |= this.RewriteGenericParameters(type.GenericParameters);
foreach (InterfaceImplementation @interface in type.Interfaces)
changed |= this.RewriteTypeReference(@interface.InterfaceType, newType => @interface.InterfaceType = newType);
if (type.BaseType.FullName != "System.Object")
changed |= this.RewriteTypeReference(type.BaseType, newType => type.BaseType = newType);
foreach (MethodDefinition method in type.Methods)
{
changed |= this.RewriteTypeReference(method.ReturnType, newType => method.ReturnType = newType);
changed |= this.RewriteGenericParameters(method.GenericParameters);
changed |= this.RewriteCustomAttributes(method.CustomAttributes);
foreach (ParameterDefinition parameter in method.Parameters)
changed |= this.RewriteTypeReference(parameter.ParameterType, newType => parameter.ParameterType = newType);
foreach (var methodOverride in method.Overrides)
changed |= this.RewriteMethodReference(methodOverride);
if (method.HasBody)
{
foreach (VariableDefinition variable in method.Body.Variables)
changed |= this.RewriteTypeReference(variable.VariableType, newType => variable.VariableType = newType);
// check CIL instructions
ILProcessor cil = method.Body.GetILProcessor();
Collection<Instruction> instructions = cil.Body.Instructions;
for (int i = 0; i < instructions.Count; i++)
{
var instruction = instructions[i];
if (instruction.OpCode.Code == Code.Nop)
continue;
changed |= this.RewriteInstruction(instruction, cil, newInstruction =>
{
changed = true;
cil.Replace(instruction, newInstruction);
instruction = newInstruction;
});
}
}
}
} }
catch (Exception ex) catch (Exception ex)
{ {
@ -124,18 +87,90 @@ namespace StardewModdingAPI.Framework.ModLoading.Framework
if (changed) if (changed)
Interlocked.Increment(ref typesChanged); Interlocked.Increment(ref typesChanged);
} });
);
return exception == null return exception == null
? typesChanged > 0 ? typesChanged > 0
: throw new Exception($"Rewriting {this.Module.Name} failed.", exception); : throw new Exception($"Rewriting {this.Module.Name} failed.", exception);
}
// non-parallel rewriting
{
bool changed = false;
try
{
foreach (var type in types)
changed |= this.RewriteTypeDefinition(type);
}
catch (Exception ex)
{
throw new Exception($"Rewriting {this.Module.Name} failed.", ex);
}
return changed;
}
} }
/********* /*********
** Private methods ** Private methods
*********/ *********/
/// <summary>Rewrite a loaded type definition.</summary>
/// <param name="type">The type definition to rewrite.</param>
/// <returns>Returns whether the type was modified.</returns>
private bool RewriteTypeDefinition(TypeDefinition type)
{
bool changed = false;
changed |= this.RewriteCustomAttributes(type.CustomAttributes);
changed |= this.RewriteGenericParameters(type.GenericParameters);
foreach (InterfaceImplementation @interface in type.Interfaces)
changed |= this.RewriteTypeReference(@interface.InterfaceType, newType => @interface.InterfaceType = newType);
if (type.BaseType.FullName != "System.Object")
changed |= this.RewriteTypeReference(type.BaseType, newType => type.BaseType = newType);
foreach (MethodDefinition method in type.Methods)
{
changed |= this.RewriteTypeReference(method.ReturnType, newType => method.ReturnType = newType);
changed |= this.RewriteGenericParameters(method.GenericParameters);
changed |= this.RewriteCustomAttributes(method.CustomAttributes);
foreach (ParameterDefinition parameter in method.Parameters)
changed |= this.RewriteTypeReference(parameter.ParameterType, newType => parameter.ParameterType = newType);
foreach (var methodOverride in method.Overrides)
changed |= this.RewriteMethodReference(methodOverride);
if (method.HasBody)
{
foreach (VariableDefinition variable in method.Body.Variables)
changed |= this.RewriteTypeReference(variable.VariableType, newType => variable.VariableType = newType);
// check CIL instructions
ILProcessor cil = method.Body.GetILProcessor();
Collection<Instruction> instructions = cil.Body.Instructions;
for (int i = 0; i < instructions.Count; i++)
{
var instruction = instructions[i];
if (instruction.OpCode.Code == Code.Nop)
continue;
changed |= this.RewriteInstruction(instruction, cil, newInstruction =>
{
changed = true;
cil.Replace(instruction, newInstruction);
instruction = newInstruction;
});
}
}
}
return changed;
}
/// <summary>Rewrite a CIL instruction if needed.</summary> /// <summary>Rewrite a CIL instruction if needed.</summary>
/// <param name="instruction">The current CIL instruction.</param> /// <param name="instruction">The current CIL instruction.</param>
/// <param name="cil">The CIL instruction processor.</param> /// <param name="cil">The CIL instruction processor.</param>

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@ -15,12 +15,8 @@ namespace StardewModdingAPI.Framework.Models
private static readonly IDictionary<string, object> DefaultValues = new Dictionary<string, object> private static readonly IDictionary<string, object> DefaultValues = new Dictionary<string, object>
{ {
[nameof(CheckForUpdates)] = true, [nameof(CheckForUpdates)] = true,
[nameof(ParanoidWarnings)] = [nameof(ParanoidWarnings)] = Constants.IsDebugBuild,
#if DEBUG [nameof(RewriteInParallel)] = Constants.IsDebugBuild,
true,
#else
false,
#endif
[nameof(UseBetaChannel)] = Constants.ApiVersion.IsPrerelease(), [nameof(UseBetaChannel)] = Constants.ApiVersion.IsPrerelease(),
[nameof(GitHubProjectName)] = "Pathoschild/SMAPI", [nameof(GitHubProjectName)] = "Pathoschild/SMAPI",
[nameof(WebApiBaseUrl)] = "https://smapi.io/api/", [nameof(WebApiBaseUrl)] = "https://smapi.io/api/",
@ -45,6 +41,9 @@ namespace StardewModdingAPI.Framework.Models
/// <summary>Whether to check for newer versions of SMAPI and mods on startup.</summary> /// <summary>Whether to check for newer versions of SMAPI and mods on startup.</summary>
public bool CheckForUpdates { get; set; } public bool CheckForUpdates { get; set; }
/// <summary>Whether to enable experimental parallel rewriting.</summary>
public bool RewriteInParallel { get; set; } = (bool)SConfig.DefaultValues[nameof(SConfig.RewriteInParallel)];
/// <summary>Whether to add a section to the 'mod issues' list for mods which which directly use potentially sensitive .NET APIs like file or shell access.</summary> /// <summary>Whether to add a section to the 'mod issues' list for mods which which directly use potentially sensitive .NET APIs like file or shell access.</summary>
public bool ParanoidWarnings { get; set; } = (bool)SConfig.DefaultValues[nameof(SConfig.ParanoidWarnings)]; public bool ParanoidWarnings { get; set; } = (bool)SConfig.DefaultValues[nameof(SConfig.ParanoidWarnings)];

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@ -337,6 +337,8 @@ namespace StardewModdingAPI.Framework
// add headers // add headers
if (this.Settings.DeveloperMode) if (this.Settings.DeveloperMode)
this.Monitor.Log($"You have SMAPI for developers, so the console will be much more verbose. You can disable developer mode by installing the non-developer version of SMAPI, or by editing {Constants.ApiConfigPath}.", LogLevel.Info); this.Monitor.Log($"You have SMAPI for developers, so the console will be much more verbose. You can disable developer mode by installing the non-developer version of SMAPI, or by editing {Constants.ApiConfigPath}.", LogLevel.Info);
if (this.Settings.RewriteInParallel)
this.Monitor.Log($"You enabled experimental parallel rewriting. This may result in faster startup times, but intermittent startup errors. You can disable it by reinstalling SMAPI or editing {Constants.ApiConfigPath}.", LogLevel.Info);
if (!this.Settings.CheckForUpdates) if (!this.Settings.CheckForUpdates)
this.Monitor.Log($"You configured SMAPI to not check for updates. Running an old version of SMAPI is not recommended. You can enable update checks by reinstalling SMAPI or editing {Constants.ApiConfigPath}.", LogLevel.Warn); this.Monitor.Log($"You configured SMAPI to not check for updates. Running an old version of SMAPI is not recommended. You can enable update checks by reinstalling SMAPI or editing {Constants.ApiConfigPath}.", LogLevel.Warn);
if (!this.Monitor.WriteToConsole) if (!this.Monitor.WriteToConsole)
@ -981,7 +983,7 @@ namespace StardewModdingAPI.Framework
Assembly modAssembly; Assembly modAssembly;
try try
{ {
modAssembly = assemblyLoader.Load(mod, assemblyPath, assumeCompatible: mod.DataRecord?.Status == ModStatus.AssumeCompatible); modAssembly = assemblyLoader.Load(mod, assemblyPath, assumeCompatible: mod.DataRecord?.Status == ModStatus.AssumeCompatible, rewriteInParallel: this.Settings.RewriteInParallel);
this.ModRegistry.TrackAssemblies(mod, modAssembly); this.ModRegistry.TrackAssemblies(mod, modAssembly);
} }
catch (IncompatibleInstructionException) // details already in trace logs catch (IncompatibleInstructionException) // details already in trace logs

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@ -33,18 +33,30 @@ copy all the settings, or you may cause bugs due to overridden changes in future
*/ */
"DeveloperMode": true, "DeveloperMode": true,
/**
* Whether to enable experimental parallel rewriting when SMAPI is loading mods. This can
* reduce startup time when you have many mods installed, but is experimental and may cause
* intermittent startup errors.
*
* When this is commented out, it'll be true for local debug builds and false otherwise.
*/
//"RewriteInParallel": false,
/** /**
* Whether to add a section to the 'mod issues' list for mods which directly use potentially * Whether to add a section to the 'mod issues' list for mods which directly use potentially
* sensitive .NET APIs like file or shell access. Note that many mods do this legitimately as * sensitive .NET APIs like file or shell access. Note that many mods do this legitimately as
* part of their normal functionality, so these warnings are meaningless without further * part of their normal functionality, so these warnings are meaningless without further
* investigation. When this is commented out, it'll be true for local debug builds and false * investigation.
* otherwise. *
* When this is commented out, it'll be true for local debug builds and false otherwise.
*/ */
//"ParanoidWarnings": true, //"ParanoidWarnings": true,
/** /**
* Whether SMAPI should show newer beta versions as an available update. When this is commented * Whether SMAPI should show newer beta versions as an available update.
* out, it'll be true if the current SMAPI version is beta, and false otherwise. *
* When this is commented out, it'll be true if the current SMAPI version is beta, and false
* otherwise.
*/ */
//"UseBetaChannel": true, //"UseBetaChannel": true,