C# Marshalled Callbacks - c#

I am trying to Marshall c call backs that are in a struct. I am pretty sure I have everything correct, but when using my C# example I don't get events, when using c++ I do get events.
Here is the C#
class Program
{
[DllImport("Some.dll", CharSet = CharSet.Ansi, CallingConvention = CallingConvention.Cdecl)]
public static extern int SetCallbacks(Callbacks callBack);
static Callbacks Callback = new Callbacks { DataArrived = DataArrived, SendFailure = SendFailure };
static void Main(string[] args)
{
SetCallbacks(Callback);
Console.ReadLine();
}
static void DataArrived(uint id, IntPtr data)
{
}
static void SendFailure(uint id, uint id2, IntPtr data)
{
}
}
[StructLayout(LayoutKind.Sequential)]
public struct Callbacks
{
public DataArrived DataArrived;
public SendFailure SendFailure;
}
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate void DataArrived(uint id, IntPtr data);
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate void SendFailure(uint id, uint id2, IntPtr ulpData);
This is from the C header file.
struct callBacks
{
void (*dataArriveNotif) (unsigned int, void*);
void (*sendFailureNotif) (unsigned int, unsigned int, void*);
}
int SetCallbacks(callBacks callBacks);
Here is the working c++.
struct callBacks;
callbacks.dataArriveNotif = &dataArriveNotif;
callbacks.sendFailureNotif = &sendFailureNotif;
SetCallbacks(callBacks);

Everything dealing with the delegate was actually correct. I simplified the senario a little bit in the example.
public static extern int SetCallbacks(Callbacks callBack);
was actually
public static extern int SetCallbacks(String[] array, Callbacks callBack);
The string array had lots of trailing 0's at the end. Which made the callback struct all nulls. I gave up trying to marshal the string[] the correct way and just made it a Intptr and everything started working.

so very similar to this question asked yesterday...
PInvoke C#: Function takes pointer to function as argument

Related

OpenGL loading fails at seemingly random points

I am loading OpenGL in C# using LoadLibrary/GetProcAddress/wglGetProcAddress. For some reason, it fails to load the pointer for glBlendFunc, and other random ones after that point. I have been looking through my code for the better part of an hour now, and all these failing parts look completely fine and normal?
The code to load the function pointers and cast it to a delegate.
public override T GetFunction<T>(string name)
{
IntPtr pointer = wglGetProcAddress(name);
if (pointer == IntPtr.Zero)
pointer = GetProcAddress(Handle, name);
return Marshal.GetDelegateForFunctionPointer<T>(pointer);
}
A sample of the code that calls GetFunction.
BlendEquationSeparate = Loader.GetFunction<glBlendEquationSeparate>("glBlendEquationSeparate");
BlendEquationSeparatei = Loader.GetFunction<glBlendEquationSeparatei>("glBlendEquationSeparatei");
BlendFunc = Loader.GetFunction<glBlendFunc>("glBlendFunc");
BlendFunci = Loader.GetFunction<glBlendFunci>("glBlendFunci");
BlendFuncSeparate = Loader.GetFunction<glBlendFuncSeparate>("glBlendFuncSeparate");
BlendFuncSeparatei = Loader.GetFunction<glBlendFuncSeparatei>("glBlendFuncSeparatei");
A sample of the delegate code.
public delegate void glBlendEquationSeparate(BlendEquationMode modeRGB, BlendEquationMode modeAlpha);
public static glBlendEquationSeparate BlendEquationSeparate;
public delegate void glBlendEquationSeparatei(UInt32 buf, BlendEquationMode modeRGB, BlendEquationMode modeAlpha);
public static glBlendEquationSeparatei BlendEquationSeparatei;
public delegate void glBlendFunc(BlendingFactorSrc sfactor, BlendingFactorDest dfactor);
public static glBlendFunc BlendFunc;
public delegate void glBlendFunci(UInt32 buf, BlendingFactorSrc sfactor, BlendingFactorDest dfactor);
public static glBlendFunci BlendFunci;
public delegate void glBlendFuncSeparate(BlendingFactorSrc srcRGB, BlendingFactorDest dstRGB, BlendingFactorSrc srcAlpha, BlendingFactorDest dstAlpha);
public static glBlendFuncSeparate BlendFuncSeparate;
public delegate void glBlendFuncSeparatei(UInt32 buf, BlendingFactorSrc srcRGB, BlendingFactorDest dstRGB, BlendingFactorSrc srcAlpha, BlendingFactorDest dstAlpha);
public static glBlendFuncSeparatei BlendFuncSeparatei;
The DllImports I am using
[DllImport("kernel32")]
public static extern IntPtr LoadLibrary(string fileName);
[DllImport("kernel32")]
public static extern IntPtr GetProcAddress(IntPtr module, string procName);
[DllImport("opengl32.dll", EntryPoint = "wglGetProcAddress", ExactSpelling = true)]
public static extern IntPtr wglGetProcAddress(string lpszProc);
All the enums are pretty standard, and need no context. I load the library like usual: LoadLibrary(opengl32.dll);. Can anyone explain to me where I am going wrong?
I have found a somewhat strange solution. If I move the code to a static constructor so that it runs at the beginning of the program, it suddenly works. I have no idea why my first approach didn't work.

PInvoke with a void * versus a struct with an IntPtr

Imagine I have a function called
Myfunction(const void * x);
My C# declaration could be
MyFunction(IntPtr x);
Is this functionally and technically equivalent to
struct MyStruct { IntPtr P; }
MyFunction(MyStruct x);
Or will there be a difference in how they are marshalled.
I'm asking this because the library I'm calling is all void *, typedef'd to other names, and in C# I'd like to get type safety, for what it's worth.
If your StructLayout is Sequential, then it is indeed identical.
Easiest way to verify this for yourself is to try it out, of course:
Make a C++ Win32 DLL project:
extern "C"
{
__declspec(dllexport) void MyFunction(const void* ptr)
{
// put a breakpoint and inspect
}
}
Make a C# project:
public struct Foo
{
public IntPtr x;
}
[DllImport(#"Win32Project1.dll", EntryPoint = "MyFunction", CallingConvention = CallingConvention.Cdecl)]
public static extern void MyFunctionWithIntPtr(IntPtr x);
[DllImport(#"Win32Project1.dll", EntryPoint = "MyFunction", CallingConvention = CallingConvention.Cdecl)]
public static extern void MyFunctionWithStruct(Foo x);
static void Main(string[] args)
{
IntPtr j = new IntPtr(10);
var s = new Foo();
s.x = new IntPtr(10);
MyFunctionWithIntPtr(j);
MyFunctionWithStruct(s);
}
In your debug settings, make sure you select Native debugging is enabled.
You'll see both values to be 0xA.
Note, however, if you use out/ref parameters for your IntPtr vs Struct, they will be different values.

Marshalling PDouble (C# -> Delphi)

I've got an unmanaged DLL file written in Delphi, containing a function with the following definition:
function F(tgran: integer; inputs: PDouble; goutp, outputs, toutp: PDouble): integer; stdcall; external 'mydll.dll';
I've written an Adapter in C# that should help me consume it.
[UnmanagedFunctionPointer(APIAdapter.Convention)]
public delegate int FDelegate(int tgran, IntPtr inputs, IntPtr goutp, IntPtr outputs, IntPtr toutp);
public class APIAdapter : IDisposable
{
public const string DllName = "mydll.dll";
public const CallingConvention Convention = CallingConvention.StdCall;
public FDelegate F;
[DllImport("kernel32")]
private static extern IntPtr LoadLibrary(string lpLibFileName);
[DllImport("kernel32")]
private static extern bool FreeLibrary(IntPtr hModule);
[DllImport("kernel32.dll")]
private static extern IntPtr GetProcAddress(IntPtr hModule, String procname);
private IntPtr _dllHandle;
public APIAdapter()
{
_dllHandle = LoadLibrary(DllName);
F = (FDelegate)GetFunction<CalcCavSpDelegate>("F");
}
private Delegate GetFunction<T>(string procName)
{
IntPtr procAddress = GetProcAddress(_dllHandle, procName);
return Marshal.GetDelegateForFunctionPointer(procAddress, typeof(T));
}
~APIAdapter()
{
Dispose(false);
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
private void Dispose(bool disposing)
{
if (disposing)
{
}
while (FreeLibrary(_dllHandle))
{
}
}
}
The usage is pretty straightforward:
using(var api = new APIAdapter())
{
// Call API functions
}
The problem is an AccessViolationException that happens within the DLL file.
I've tried to pass the PDouble variables as double[], double* (unsafe code), IntPtr. It's the same story regardless of the method I choose. I've tried to substantially increase the size of the arrays passed in to exclude errors with array indexing - AccessViolation exception again.
What is the proper way of passing a PDouble into an unmanaged Delphi DLL file?
I think you can do away with all the LoadLibrary, GetProcAddress and FreeLibrary complexity by simply using DllImport attribute. Though, I can say that I am not aware about any specific reason of why you chose to go this way.
Anyway, you can simply include ref double doubleArg in your declaration to pass PDouble. There should be no need of IntPtr here.

How to make C (P/invoke) code called from C# "Thread-safe"

I have some simple C-code which uses a single global-variable. Obviously this is not thread-safe, so when I call it from multiple threads in C# using P/invoke, things screw up.
How can I either import this function separately for each thread, or make it thread-safe?
I tried declaring the variable __declspec(thread), but that caused the program to crash. I also tried making a C++/CLI class, but it doesn't allow member-functions to be __declspec(naked), which I need (I'm using inline-assembly). I'm not very experienced writing multi-threaded C++ code, so there might be something I'm missing.
Here is some example code:
C#
[DllImport("MyDll.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern int SomeFunction(int parameter1, int parameter2);
C++
extern "C"
{
int someGlobalVariable;
int __declspec(naked) _someFunction(int parameter1, int parameter2)
{
__asm
{
//someGlobalVariable read/written here
}
}
int __declspec(dllexport) SomeFunction(int parameter1, int parameter2)
{
return _someFunction(parameter1, parameter2);
}
}
[Edit]: The result of SomeFunction() must go in some prescribed order based on someGlobalVariable (think of eg. a PRNG, with someGlobalVariable as the internal state). So, using a mutex or other sort of lock is not an option - each thread must have its own copy of someGlobalVariable.
A common pattern is to have
a function that allocates memory for the state,
a function that has no side-effects but mutating the passed-in state, and
a function that releases the memoy for the state.
The C# side would look like this:
Usage:
var state = new ThreadLocal<SomeSafeHandle>(NativeMethods.CreateSomeState);
Parallel.For(0, 100, i =>
{
var result = NativeMethods.SomeFunction(state.Value, i, 42);
Console.WriteLine(result);
});
Declarations:
internal static class NativeMethods
{
[DllImport("MyDll.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern SomeSafeHandle CreateSomeState();
[DllImport("MyDll.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern int SomeFunction(SomeSafeHandle handle,
int parameter1,
int parameter2);
[DllImport("MyDll.dll", CallingConvention = CallingConvention.Cdecl)]
internal static extern int FreeSomeState(IntPtr handle);
}
SafeHandle magic:
[SecurityPermission(SecurityAction.InheritanceDemand, UnmanagedCode = true)]
[SecurityPermission(SecurityAction.Demand, UnmanagedCode = true)]
internal class SomeSafeHandle : SafeHandle
{
[ReliabilityContract(Consistency.WillNotCorruptState, Cer.MayFail)]
public SomeSafeHandle()
: base(IntPtr.Zero, true)
{
}
public override bool IsInvalid
{
get { return this.handle == IntPtr.Zero; }
}
[ReliabilityContract(Consistency.WillNotCorruptState, Cer.MayFail)]
protected override bool ReleaseHandle()
{
return NativeMethods.FreeSomeState(this.handle) == 0;
}
}
You can either make sure what you only call _someFunction once at a time in your C# code or change the C code to wrap the access to the global variable in a synchronization primitive like a critical section.
I would recommend changing the C# code rather than the C code, as the C# code is multi-threaded, not the C code.
Personally if the C code was to be called elsewhere I would use a mutex there. If that doesn't float your boat you can lock in .Net quite easily:
static object SomeFunctionLock = new Object();
public static int SomeFunction(int parameter1, int parameter2){
lock ( SomeFunctionLock ){
return _SomeFunction( parameter1, parameter2 );
}
}
[DllImport("MyDll", CallingConvention = CallingConvention.Cdecl)]
internal static extern int _SomeFunction(int parameter1, int parameter2);
[Edit..]
As pointed out, this serializes access to the function which you can't do yourself in this case. You have some C/C++ code that (wrongly IMO) uses a global for state during the call to the exposed function.
As you have observed that the __declspec(thread) trick doesn't work here then I would try to pass your state/context back and forth as an opaque pointer like so:-
extern "C"
{
int _SomeOtherFunction( void* pctx, int p1, int p2 )
{
return stuff;
}
// publically exposed library function
int __declspec(dllexport) SomeFunction(int parameter1, int parameter2)
{
StateContext ctx;
return _SomeOtherFunction( &ctx, parameter1, parameter2 );
}
// another publically exposed library function that takes state
int __declspec(dllexport) SomeFunctionWithState(StateContext * ctx, int parameter1, int parameter2)
{
return _SomeOtherFunction( ctx, parameter1, parameter2 );
}
// if you wanted to create/preserve/use the state directly
StateContext * __declspec(dllexport) GetState(void) {
ctx = (StateContext*) calloc( 1 , sizeof(StateContext) );
return ctx;
}
// tidy up
void __declspec(dllexport) FreeState(StateContext * ctx) {
free (ctx);
}
}
And the corresponding C# wrapper as before:
[DllImport("MyDll", CallingConvention = CallingConvention.Cdecl)]
internal static extern int SomeFunction(int parameter1, int parameter2);
[DllImport("MyDll", CallingConvention = CallingConvention.Cdecl)]
internal static extern int SomeFunctionWithState(IntPtr ctx, int parameter1, int parameter2);
[DllImport("MyDll", CallingConvention = CallingConvention.Cdecl)]
internal static extern IntPtr GetState();
[DllImport("MyDll", CallingConvention = CallingConvention.Cdecl)]
internal static extern void FreeState(IntPtr);
The good news, you can create a __declspec(naked) function as a member of C++ (non-CLI) class:
class A {
int n;
public:
A() { n = 0; }
void f(int n1, int n2);
};
__declspec(naked) void A::f(int n1, int n2)
{
n++;
}
The bad news, you will need COM to be able to use such class. That's right: asm wrapped in C++, wrapped in COM, wrapped in RCW, wrapped in CLR...

C# Error Finding Method in DLLImport

I have a C++ assembly that I am importing using DLLImport.
I am attempting to call its method:
namespace Testing
{
class Test{
int Run(char* filePath, bool bEntry, double duration){//code}
};
}
by
[DllImport(dllName, CharSet = CharSet.Auto)]
public static extern int Run(string filePath, bool bEntry, double duration)
);
When I call its method, I get the error message:
Unable to find an entry point named Run in dll
The "Run" looks to be a non-static class method. Although, it's possible to call such methods from C# this is not the primary use-case. It would be way easier to consume it from .NET if you expose it via COM, or at-least as a plain C interface:
extern "C" __declspec(dllexport) void* Testing_Test_Create();
extern "C" __declspec(dllexport) void Testing_Test_Destroy(void* self);
extern "C" __declspec(dllexport) int Testing_Test_Run(void* self, char* filePath, bool bEntry, double duration);
And here is a sample how to call C++ class methods from C#:
// Test.cpp in NativeLib.dll
namespace Testing
{
class __declspec(dllexport) Test
{
public:
explicit Test(int data)
: data(data)
{
}
int Run(char const * path)
{
return this->data + strlen(path);
}
private:
int data;
};
}
// Program.cs in CSharpClient.exe
class Program
{
[DllImport(
"NativeLib.dll",
EntryPoint = "??0Test#Testing##QAE#H#Z",
CallingConvention = CallingConvention.ThisCall,
CharSet = CharSet.Ansi)]
public static extern void TestingTestCtor(IntPtr self, int data);
[DllImport(
"NativeLib.dll",
EntryPoint = "?Run#Test#Testing##QAEHPBD#Z",
CallingConvention = CallingConvention.ThisCall,
CharSet = CharSet.Ansi)]
public static extern int TestingTestRun(IntPtr self, string path);
static void Main(string[] args)
{
var test = Marshal.AllocCoTaskMem(4);
TestingTestCtor(test, 10);
var result = TestingTestRun(test, "path");
Console.WriteLine(result);
Marshal.FreeCoTaskMem(test);
}
}
Entry point names might be different for your build configuration/compiler, so use dumpbin utility to obtain them. Again, this is just a proof of concept, in real code it would be better to use COM.
See here: http://dotnetperls.com/dllimport
I'm not sure this will help if the function is a member of a class, but to locate the entry point by name, not ordinal, you'll need a .def file in your dll..
LIBRARY mylib
Run #1

Categories