ref keyword and wrapper methods - c#

I have an interface, IProxy, and an implemenation Proxy. The purpose of the proxy is to wrap some extern functions which call into a C library. For the extern declaritions this requires that the structs be passed using the ref keyword. Here's a sample:
namespace CFuncs {
[DllImport("cLibrary.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern int MyCFunc(ref MyStruct result);
}
public interface IProxy { public int MyFunc(MyStruct result); }
public class Proxy : IProxy {
public int MyFunc(MyStruct result) {
return CFuncs.MyCFunc(ref result);
}
}
The function declartion from the C header file:
int MyCFunc (MY_STRUCT* result);
typedef struct {
// some fields
} MY_STRUCT;
And the calling code:
var proxy = new Proxy();
var result = new MyStruct();
proxy.MyFunc(result);
My question is should I be using ref in the wrapper interface and implemenation as well, or will the struct be properly filled with data by the C function?
EDIT: The code presented as a sample DOES seem to work. Could that be that even though the C library wants a pointer it never actually does change it? Is ref a requirement for interop-ing with functions that take pointers? The sample C code that comes with the library always has the caller allocating memory for the structs it takes, if that means anything.

.NET uses call by value, and moreover struct is a value type -- hence, if you want it changed by an external function, it should be a ref parameter.

Related

COM interop and marshaling of VARIANT(VT_PTR)

We use a 3rd party COM object, one of which methods under certain conditions returns a VARIANT of VT_PTR type. That upsets the default .NET marshaler, which throws the following error:
Managed Debugging Assistant 'InvalidVariant' : 'An invalid VARIANT was
detected during a conversion from an unmanaged VARIANT to a managed
object. Passing invalid VARIANTs to the CLR can cause unexpected
exceptions, corruption or data loss.
Method signatures:
// (Unmanaged) IDL:
HRESULT getAttribute([in] BSTR strAttributeName, [retval, out] VARIANT* AttributeValue);
// C#:
[return: MarshalAs(UnmanagedType.Struct)]
object getAttribute([In, MarshalAs(UnmanagedType.BStr)] string strAttributeName);
Is there an elegant way to bypass such marshaler's behavior and obtain the underlying unmanaged pointer on the managed side?
What I've considered/tried so far:
A custom marshaler:
[return: MarshalAs(UnmanagedType.CustomMarshaler,
MarshalTypeRef = typeof(IntPtrMarshaler))]
object getAttribute([In, MarshalAs(UnmanagedType.BStr)] string strAttributeName);
I did implement IntPtrMarshaler, just to find the interop layer crashing the process even before any of my ICustomMarshaler methods gets called. Perhaps, the VARIANT* argument type is not compatible with custom marshalers.
Rewrite (or clone) the C# interface definition with getAttribute method redefined (like below) and do all the marshaling for output VARIANT manually:
void getAttribute(
[In, MarshalAs(UnmanagedType.BStr)],
string strAttributeName,
IntPtr result);
This doesn't seem nice (the interface itself has 30+ other methods). It'd also break existing, unrelated pieces of code which already make use of getAttribute without issues.
Obtain an unmanaged method address of getAttribute from vtable (using Marshal.GetComSlotForMethodInfo etc), then do the manual invocation and marshaling against my own custom delegate type (using Marshal.GetDelegateForFunctionPointer etc).
So far, I've taken this approach and it seem to work fine, but it feels as such an overkill for what should be a simple thing.
Am I missing some other feasible interop options for this scenario? Or, maybe there is a way to make CustomMarshaler work here?
What I would do is define a simple VARIANT structure like this:
[StructLayout(LayoutKind.Sequential)]
public struct VARIANT
{
public ushort vt;
public ushort r0;
public ushort r1;
public ushort r2;
public IntPtr ptr0;
public IntPtr ptr1;
}
And the interface like this;
[Guid("39c16a44-d28a-4153-a2f9-08d70daa0e22"), InterfaceType(ComInterfaceType.InterfaceIsDual)]
public interface MyInterface
{
VARIANT getAttributeAsVARIANT([MarshalAs(UnmanagedType.BStr)] string strAttributeName);
}
Then, add an extension method somewhere in a static class like this, so the caller can have the same coding experience using MyInterface:
public static object getAttribute(this MyInterface o, string strAttributeName)
{
return VariantSanitize(o.getAttributeAsVARIANT(strAttributeName));
}
private static object VariantSanitize(VARIANT variant)
{
const int VT_PTR = 26;
const int VT_I8 = 20;
if (variant.vt == VT_PTR)
{
variant.vt = VT_I8;
}
var ptr = Marshal.AllocCoTaskMem(Marshal.SizeOf<VARIANT>());
try
{
Marshal.StructureToPtr(variant, ptr, false);
return Marshal.GetObjectForNativeVariant(ptr);
}
finally
{
Marshal.FreeCoTaskMem(ptr);
}
}
This will do nothing for normal variants, but will just patch it for VT_PTR cases.
Note this only works if the caller and the callee are in the same COM apartement.
If they are not, you will get the DISP_E_BADVARTYPE error back because marshaling must be done, and by default, it will be done by the COM universal marshaler (OLEAUT) which only support Automation compatible data types (just like .NET).
In this case, theoratically, you could replace this marshaler by another one (at COM level, not at NET level), but that would mean to add some code on C++ side and possibly in the registry (proxy/stub, IMarshal, etc.).
For my own future reference, here's how I ended up doing it, using the 3rd option mentioned in the question:
[ComImport, Guid("75A67021-058A-4E2A-8686-52181AAF600A"), InterfaceType(ComInterfaceType.InterfaceIsIUnknown)]
public interface IInterface
{
[return: MarshalAs(UnmanagedType.Struct)]
object getAttribute([In, MarshalAs(UnmanagedType.BStr)] string strAttributeName);
}
private delegate int IInterface_getAttribute(
IntPtr pInterface,
[MarshalAs(UnmanagedType.BStr)] string name,
IntPtr result);
public static object getAttribute(this IInterface obj, string name)
{
var ifaceType = typeof(IInterface);
var ifaceMethodInfo = ((Func<string, object>)obj.getAttribute).Method;
var slot = Marshal.GetComSlotForMethodInfo(ifaceMethodInfo);
var ifacePtr = Marshal.GetComInterfaceForObject(obj, ifaceType);
try
{
var vtablePtr = Marshal.ReadIntPtr(ifacePtr);
var methodPtr = Marshal.ReadIntPtr(vtablePtr, IntPtr.Size * slot);
var methodWrapper = Marshal.GetDelegateForFunctionPointer<IInterface_getAttribute>(methodPtr);
var resultVar = new VariantClass();
var resultHandle = GCHandle.Alloc(resultVar, GCHandleType.Pinned);
try
{
var pResultVar = resultHandle.AddrOfPinnedObject();
VariantInit(pResultVar);
var hr = methodWrapper(ifacePtr, name, pResultVar);
if (hr < 0)
{
Marshal.ThrowExceptionForHR(hr);
}
if (resultVar.vt == VT_PTR)
{
return resultVar.ptr;
}
try
{
return Marshal.GetObjectForNativeVariant(pResultVar);
}
finally
{
VariantClear(pResultVar);
}
}
finally
{
resultHandle.Free();
}
}
finally
{
Marshal.Release(ifacePtr);
}
}

In C# how to access DLL methods written in C++ [duplicate]

I have an unmanaged DLL that exports only a C style factory method that returns a new instance of a class (simplified here to look simple).
hello.h
#if defined(HWLIBRARY_EXPORT) // inside DLL
# define HWAPI __declspec(dllexport)
#else // outside DLL
# define HWAPI __declspec(dllimport)
#endif
struct HelloWorld{
public:
virtual void sayHello() = 0;
virtual void release() = 0;
};
extern "C" HWAPI HelloWorld* GetHW();
hello.cpp
#include "hello.h"
struct HelloWorldImpl : HelloWorld
{
void sayHello(){
int triv;
std::cout<<"Hello World!";
std::cin>>triv;
};
void release(){
this->HelloWorldImpl::~HelloWorldImpl();
};
HelloWorld* GetHW(){
HelloWorld* ptr = new HelloWorldImpl();
return ptr;
};
Now, I can use dllimport to access GetHW() but is there a way to access the member functions of the returned 'struct'... ie, sayHello and release?
I was also stuck with the same problem. This question was asked a while before. I commented to it for any better solution but didn't get any reply yet. So, reposting it.
When i googled, able to find out two solutions.
Solution1: Expose all the member functions in the C-style for the existing dll. Which i cant do, as it is a 3rd party dll.
Solution2: Write a managed C++ dll exposing the functionality of native C++ dll, which later can be used in your C# dll. Here many classes/functions are present. So, creating would take most of the time.
i got the above solutions from the link below.
How To Marshall
Please let me know if there is any better solution other than the above two solutions?
i have the source code for C++ solution. But what i though was not to touch C++ dll. If there is any possibility to do it in C#, it would be great.
If there is no alternative, i need to follow any one of the specified two solutions.
The C++ code is using the way abstract classes are implemented by the Visual C++ compiler. http://blogs.msdn.com/b/oldnewthing/archive/2004/02/05/68017.aspx. This memory layout is "fixed" because it is used for implementing COM interfaces. The first member of the struct in memory will be a pointer to a vtable containing the function pointers of your methods. So for a
struct HelloWorldImpl : public HelloWorld
{
public:
int value1;
int value2;
}
the "real" layout in memory would be:
struct HelloWorldImpl
{
HelloWorldVtbl *vtbl;
int value1;
int value2;
}
where vtbl would be:
struct HelloWorldVtbl
{
void *sayHello;
void *release;
}
Just for the sake of doing a complete response, I'm writing the example for this signatures:
struct HelloWorld {
public:
virtual int sayHello(int v1, int v2, int v3) = 0;
virtual void release() = 0;
};
C# code:
[DllImport("NativeLibrary.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern IntPtr GetHW();
[StructLayout(LayoutKind.Sequential)]
struct HelloWorldVtbl
{
public IntPtr sayHello;
public IntPtr release;
}
Your functions are void Func(void) or int Func(int, int, int), but in truth they have a hidden parameter, this, so you can write them as:
int sayHello(HelloWorld*, int, int, int);
void release(HelloWorld*);
so in C# the delegate is
[UnmanagedFunctionPointer(CallingConvention.ThisCall)]
public delegate int Int32MethodInt32Int32Int32(IntPtr ptr, int v1, int v2, int v3);
[UnmanagedFunctionPointer(CallingConvention.ThisCall)]
public delegate void VoidMethodVoid(IntPtr ptr);
Then you can use
IntPtr ptr = GetHW();
IntPtr vtbl = Marshal.ReadIntPtr(ptr, 0);
HelloWorldVtblhw = (HelloWorldVtbl)Marshal.PtrToStructure(vtbl, typeof(HelloWorldVtbl));
Int32MethodInt32Int32Int32 sayHello = (Int32MethodInt32Int32Int32)Marshal.GetDelegateForFunctionPointer(hw.sayHello, typeof(Int32MethodInt32Int32Int32));
int res = sayHello(ptr, 1, 2, 3);
Console.WriteLine(res);
VoidMethodVoid release = (VoidMethodVoid)Marshal.GetDelegateForFunctionPointer(hw.release, typeof(VoidMethodVoid));
release(ptr);

How to marshal an object returned by a C# delegate before returning it as a value to C++

I have this code in C++
class MyClass { ... };
typedef MyClass (*Callback)();
Callback theCB;
static void RegisterCallback( Callback cb ) { theCB = cb; };
static void CallCallback() {
MyClass obj = theCB();
}
I am using swig but for simplicity (if you don't know swig) I have this wrapper in C#
public class MyClassWrapper
{
public IntPtr ptrToNativeObj; // pointer to native MyClass object
public MyClassWrapper()
{
ptrToNativeObj = call to native code that creates
and returns a new instance of MyClass in C++
}
};
Now I want to support the callback mechanism in C# so I set it up like this:
public MyClassWrapper MyFunction()
{
return new MyClassWrapper();
}
delegate MyClassWrapper CallbackDotNet();
static void main()
{
var fct = new CallbackDotNet( MyFunction );
P/Invoke call to native function RegisterCallback( fct );
then finally:
P/Invoke call to native function CallCallback();
}
I have all this code setup to work properly.
The native code in CallCallback will call MyFunction properly.
But now I need to handle the returned object properly...
MyFunction returns a C# reference while the callback in C++ is returning by value so this would not work for free:
static void CallCallback() {
MyClass obj = theCB();
}
How can I marshall the "reference" to a MyClassWrapper object, returned from MyFunction, so that C++ receives "by-value" a MyClass object ?
Should I go ahead and write a custom marshaller ?
http://msdn.microsoft.com/en-us/library/zk0a8dea(v=vs.90).aspx
Then use it like here
[return: MarshalAs(UnmanagedType.CustomMarshaler,
MarshalType = "MyCustomMarshaler")]
delegate MyClassWrapper CallbackDotNet();
I looked at the documentation for custom marshallers and it's quite complex.
Looks like the interesting method to implement is the following:
IntPtr MarshalManagedToNative( Object ManagedObj );
And the code will be something like
IntPtr MarshalManagedToNative( Object ManagedObj )
{
MyClassWrapper val = ManagedObj as MyClassWrapper;
return val.ptrToNativeObj;
}
But this will return a MyClass* back to the native code, not a MyClass value that this C++ code expects !
static void CallCallback() {
MyClass obj = theCB();
}
Will the marshaller be smart enough to dereference the pointer ?
Thank you all for your comments
Looks like the custom marshaler is the way to go !
I did a simple test case and everything works fine. It works as expected.
Here is the marshaler in case you are interested:
public class MyCustomMarshaler : ICustomMarshaler
{
public static ICustomMarshaler GetInstance(String cookie)
{
return new MyCustomMarshaler();
}
public IntPtr MarshalManagedToNative(Object ManagedObj)
{
MyClassWrapper val = ManagedObj as MyClassWrapper;
return val.ptrToNativeObj;
}
...
}
[return: MarshalAs(UnmanagedType.CustomMarshaler,MarshalType = "MyCustomMarshaler")]
public delegate MyClassWrapper CallbackDotNet();
With this marshaler when C++ calls the C# callback the function MarshalManagedToNative is called on return from that C# callback and this enables to convert the C# reference (to MyClassWrapper) to a pointer to the C++ class MyClass.
This seems sufficient enough and P/Invoke will then take care of dereferencing this MyClass* to a MyClass value.
It wasn't as hard as I thought...

Import C/C++ function into C#

I have some C code which will be called from C# using P/Invoke. I am trying to define an C# equivalent for this C function.
SomeData* DoSomething();
struct SomeData
{
...
}
How do I import this C method to C#? I am having trouble defining the return type of the function.
EDIT:
i had a bunch of functions to import. This is one which had me stuck.
[DllImport("SomeDll.dll")]
public static extern IntPtr DoSomething();
I thought about using IntPtr, even if its the right way what after that?
I'm not quite sure I understand your question but I'll give a shot at answering it. You need to define the structure that is being returned from your C function and use Marshal.PtrToStructure to use the returned structure.
[DllImport("SomeDll.dll")]
public static extern IntPtr DoSomething();
public struct SomeData
{
//...
}
//code to use returned structure
IntPtr result = DoSomething();
SomeData structResult = (SomeData)Marshal.PtrToStructure(result, typeof(SomeData));
I am guessing that what you are trying to achieve is the following:
Your C/C++ native method takes no parameters and returns a pointer to a structure.
The C# equivalent is to return an IntPtr (pointer).
The problem is that you cannot resolve the IntPtr to the structure in C#
...research this:
Marshal.PtrToStructure(IntPtr, Type)
http://msdn.microsoft.com/en-us/library/4ca6d5z7.aspx
You can wrap your code up like so
public static class UnsafeNativeMethods
{
[DllImport("SomeDll.dll")]
private static extern IntPtr DoSomething(); //NO DIRECT CALLS TO NATIVE METHODS!!
public static SomeData SafeDoSomething()
{
try
{
return (SomeData)Marshal.PtrToStructure(DoSomething(), typeof(SomeData));
}
catch(Exception ex)
{
//handle exception
}
}
}

passing wstring, string and reference to enum variable from C# to C++(unmanaged DLL)

I have an C++ DLL in which the following functions are exported.
double getDouble(std::wstring filename, std::string ID, status &stCode);
int getInt(std::wstring filename, std::string ID, status &stCode);
float getFloat(std::wstring filename, std::string ID, status &stCode);
string getString(std::wstring filename, std::string ID, status &stCode);
int* getIntArray(std::wstring filename, std::string ID, status &stCode);
float* getFloatArray(std::wstring filename, std::string ID, status &stCode);
string* getStringArray(std::wstring filename, std::string ID, status &stCode);
where status is of enum type...
Now I want to use this DLL in my C#.NET app... Can anyone tell me how do i delclare the respected methods in C# and can make a call to this methods.... Thanks in advance...
[DllImport("external.dll", SetLastError = true, CallingConvention = CallingConvention.Cdecl)]
public static extern MbStatus queue_accept(
int reader,
[MarshalAs(UnmanagedType.LPStr)] string status);
Lookup the parameters for the DllImport attribute. Depending on your DLL those might need to be adjusted!
Side note: I usually wrap the external dll in an interface and a code layer to decouple it for tests and load it with dependency injection. I also don't change the naming conventions.
public interface IExternalDllInterop
{
MB_STATUS queue_accept(int reader, string status);
}
public class AmbInterop : IAmbInterop
{
public MbStatus queue_accept(int reader, string status)
{
return StaticAmbInterop.mb_queue_accept(reader, message, status);
}
}
Yes. You can. Actually, not std::string, std::wstring, any standard C++ class or your own classes can be marshaled or instantiated and called from C#/.NET. You will need to write a wrapper class for each of the C++ class before you can marshal them in .NET.
The basic idea of instantiating a C++ object from .NET world is to allocate exact size of the C++ object from .NET, then call the constructor which is exported from the C++ DLL to initialize the object, then you will be able to call any of the functions to access that C++ object, if any of the method involves other C++ classes, you will need to wrap them in a C# class as well, for methods with primitive types, you can simply P/Invoke them. If you have only a few methods to call, it would be simple, manual coding won't take long. When you are done with the C++ object, you call the destructor method of the C++ object, which is a export function as well. if it does not have one, then you just need to free your memory from .NET.
Here is an example.
public class SampleClass : IDisposable
{
[DllImport("YourDll.dll", EntryPoint="ConstructorOfYourClass", CharSet=CharSet.Ansi, CallingConvention=CallingConvention.ThisCall)]
public extern static void SampleClassConstructor(IntPtr thisObject);
[DllImport("YourDll.dll", EntryPoint="DoSomething", CharSet=CharSet.Ansi, CallingConvention=CallingConvention.ThisCall)]
public extern static void DoSomething(IntPtr thisObject);
[DllImport("YourDll.dll", EntryPoint="DoSomethingElse", CharSet=CharSet.Ansi, CallingConvention=CallingConvention.ThisCall)]
public extern static void DoSomething(IntPtr thisObject, int x);
IntPtr ptr;
public SampleClass(int sizeOfYourCppClass)
{
this.ptr = Marshal.AllocHGlobal(sizeOfYourCppClass);
SampleClassConstructor(this.ptr);
}
public void DoSomething()
{
DoSomething(this.ptr);
}
public void DoSomethingElse(int x)
{
DoSomethingElse(this.ptr, x);
}
public void Dispose()
{
Marshal.FreeHGlobal(this.ptr);
}
}
For the detail, please see the below link,
C#/.NET PInvoke Interop SDK
(I am the author of the SDK tool)
Once you have the C# wrapper class for your C++ class ready, it is easy to implement ICustomMarshaler so that you can marshal the C++ object from .NET.
http://msdn.microsoft.com/en-us/library/system.runtime.interopservices.icustommarshaler.aspx

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