forked from MoonsideGames/FNA-VSCode-Template
260 lines
8.8 KiB
C#
260 lines
8.8 KiB
C#
// only works in .NET Core. disable in .NET framework
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using System.Runtime.InteropServices;
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using System.Xml.Linq;
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public static class DllMap
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{
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[DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
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[return: MarshalAs(UnmanagedType.Bool)]
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static extern bool SetDefaultDllDirectories(int directoryFlags);
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[DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
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static extern void AddDllDirectory(string lpPathName);
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[DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
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[return: MarshalAs(UnmanagedType.Bool)]
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static extern bool SetDllDirectory(string lpPathName);
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const int LOAD_LIBRARY_SEARCH_DEFAULT_DIRS = 0x00001000;
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public static Dictionary<string, string> MapDictionary;
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public static string OS;
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public static string CPU;
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public static bool Optimise;
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public static void Initialise(bool optimise = true)
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{
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Optimise = optimise;
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// Our executabe needs to know how to find the native libraries
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// For Windows, we can set this to be x86 or x64 directory at runtime (below)
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// For Linux we need to move our native libraries to 'netcoredeps' which is set by .net core
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// For OSX we need to set an environment variable (DYLD_LIBRARY_PATH) outside of the process by a script
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if (Environment.OSVersion.Platform == PlatformID.Win32NT)
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{
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try
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{
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SetDefaultDllDirectories(LOAD_LIBRARY_SEARCH_DEFAULT_DIRS);
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AddDllDirectory(Path.Combine(
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AppDomain.CurrentDomain.BaseDirectory,
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Environment.Is64BitProcess ? "x64" : "x86"
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));
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}
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catch
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{
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// Pre-Windows 7, KB2533623
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SetDllDirectory(Path.Combine(
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AppDomain.CurrentDomain.BaseDirectory,
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Environment.Is64BitProcess ? "x64" : "x86"
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));
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}
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}
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// .NET Core also doesn't use DllImport but we can replicate this using NativeLibrary as per below
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// Uses FNA.dll.config to dictate what the name of the native library is per platform and architecture
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var fnaAssembly = Assembly.GetAssembly(typeof(Microsoft.Xna.Framework.Graphics.ColorWriteChannels));
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DllMap.Register(fnaAssembly);
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}
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// Register a call-back for native library resolution.
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public static void Register(Assembly assembly)
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{
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NativeLibrary.SetDllImportResolver(assembly, MapAndLoad);
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// Do setup so that MapLibraryName is faster than reading the XML each time
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// 1) Get platform & cpu
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OS = GetCurrentPlatform().ToString().ToLowerInvariant();
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CPU = GetCurrentRuntimeArchitecture().ToString().ToLowerInvariant();
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// 2) Setup MapDictionary
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// For Windows use hardcoded values
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// Why? This is our development platform and we wanted the fastest start time possible (eliminates XML Load)
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if (OS == "windows" && Optimise)
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{
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MapDictionary = new Dictionary<string, string>();
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MapDictionary.Add("SDL2", "SDL2.dll");
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MapDictionary.Add("SDL_image", "SDL_image.dll");
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MapDictionary.Add("FAudio", "FAudio.dll");
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}
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else
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{
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// For every other platform use XML file
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// Read in config XML and only store details we're interested in within MapDictionary
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string xmlPath = Path.Combine(Path.GetDirectoryName(assembly.Location),
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Path.GetFileNameWithoutExtension(assembly.Location) + ".dll.config");
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if (!File.Exists(xmlPath))
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{
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Console.WriteLine($"=== Cannot find XML: " + xmlPath);
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return;
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}
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XElement root = XElement.Load(xmlPath);
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MapDictionary = new Dictionary<string, string>();
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ParseXml(root, true); // Direct match on OS & CPU first
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ParseXml(root, false); // Loose match on CPU second (won't allow duplicates)
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}
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}
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private static void ParseXml(XElement root, bool matchCPU)
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{
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foreach (var el in root.Elements("dllmap"))
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{
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// Ignore entries for other OSs
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if (el.Attribute("os").ToString().IndexOf(OS) < 0)
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continue;
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// Ignore entries for other CPUs
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if (matchCPU)
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{
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if (el.Attribute("cpu") == null)
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continue;
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if (el.Attribute("cpu").ToString().IndexOf(CPU) < 0)
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continue;
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}
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else
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{
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if (el.Attribute("cpu") != null && el.Attribute("cpu").ToString().IndexOf(CPU) < 0)
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continue;
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}
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string oldLib = el.Attribute("dll").Value;
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string newLib = el.Attribute("target").Value;
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if (string.IsNullOrWhiteSpace(oldLib) || string.IsNullOrWhiteSpace(newLib))
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continue;
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// Don't allow duplicates
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if (MapDictionary.ContainsKey(oldLib))
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continue;
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MapDictionary.Add(oldLib, newLib);
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}
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}
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// The callback: which loads the mapped libray in place of the original
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private static IntPtr MapAndLoad(string libraryName, Assembly assembly, DllImportSearchPath? dllImportSearchPath)
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{
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string mappedName = null;
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mappedName = MapLibraryName(assembly.Location, libraryName, out mappedName) ? mappedName : libraryName;
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return NativeLibrary.Load(mappedName, assembly, dllImportSearchPath);
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}
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// Parse the assembly.xml file, and map the old name to the new name of a library.
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private static bool MapLibraryName(string assemblyLocation, string originalLibName, out string mappedLibName)
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{
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if (MapDictionary.TryGetValue(originalLibName, out mappedLibName))
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return true;
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else
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return false;
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}
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// Below pinched from Mono.DllMap project: https://github.com/Firwood-Software/AdvancedDLSupport/tree/1b7394211a655b2f77649ce3b610a3161215cbdc/Mono.DllMap
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public static DllMapOS GetCurrentPlatform()
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{
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if (RuntimeInformation.IsOSPlatform(OSPlatform.Linux))
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{
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return DllMapOS.Linux;
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}
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if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))
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{
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return DllMapOS.Windows;
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}
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if (RuntimeInformation.IsOSPlatform(OSPlatform.OSX))
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{
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return DllMapOS.OSX;
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}
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var operatingDesc = RuntimeInformation.OSDescription.ToUpperInvariant();
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foreach (var system in Enum.GetValues(typeof(DllMapOS)).Cast<DllMapOS>()
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.Except(new[] { DllMapOS.Linux, DllMapOS.Windows, DllMapOS.OSX }))
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{
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if (operatingDesc.Contains(system.ToString().ToUpperInvariant()))
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{
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return system;
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}
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}
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throw new PlatformNotSupportedException($"Couldn't detect platform: {RuntimeInformation.OSDescription}");
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}
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public static DllMapArchitecture GetCurrentRuntimeArchitecture()
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{
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switch (RuntimeInformation.ProcessArchitecture)
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{
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case Architecture.Arm:
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{
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return DllMapArchitecture.ARM;
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}
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case Architecture.X64:
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{
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return DllMapArchitecture.x86_64;
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}
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case Architecture.X86:
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{
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return DllMapArchitecture.x86;
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}
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}
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typeof(object).Module.GetPEKind(out _, out var machine);
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switch (machine)
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{
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case ImageFileMachine.I386:
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{
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return DllMapArchitecture.x86;
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}
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case ImageFileMachine.AMD64:
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{
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return DllMapArchitecture.x86_64;
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}
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case ImageFileMachine.ARM:
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{
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return DllMapArchitecture.ARM;
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}
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case ImageFileMachine.IA64:
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{
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return DllMapArchitecture.IA64;
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}
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}
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throw new PlatformNotSupportedException("Couldn't detect the current architecture.");
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}
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public enum DllMapOS
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{
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Linux = 1 << 0,
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OSX = 1 << 1,
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Solaris = 1 << 2,
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FreeBSD = 1 << 3,
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OpenBSD = 1 << 4,
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NetBSD = 1 << 5,
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Windows = 1 << 6,
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AIX = 1 << 7,
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HPUX = 1 << 8
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}
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public enum DllMapArchitecture
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{
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x86 = 1 << 0,
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x86_64 = 1 << 1,
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SPARC = 1 << 2,
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PPC = 1 << 3,
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S390 = 1 << 4,
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S390X = 1 << 5,
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ARM = 1 << 6,
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ARMV8 = 1 << 7,
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MIPS = 1 << 8,
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Alpha = 1 << 9,
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HPPA = 1 << 10,
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IA64 = 1 << 11
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}
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}
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