€dit: Long story short: first create a ForceCast function that correctly handles both identity translations ForceCast<LikeOriginal, LikeOriginal>
and ForceCast<Original, Original>
, then you might have a chance to get actual conversions working
A working sample
By providing different codes for class->class (CC), class->struct (CS), struct->class (SC) and struct->struct (SS), using Nullable<T>
as intermediate for structs, I got a working example:
// class -> class
private static unsafe TOut ForceCastCC<TIn, TOut>(TIn input)
where TIn : class
where TOut : class
{
var handle = __makeref(input);
return Read<TOut>(*(IntPtr*)(&handle));
}
// struct -> struct, require nullable types for in-out
private static unsafe TOut? ForceCastSS<TIn, TOut>(TIn? input)
where TIn : struct
where TOut : struct
{
var handle = __makeref(input);
return Read<TOut?>(*(IntPtr*)(&handle));
}
// class -> struct
private static unsafe TOut? ForceCastCS<TIn, TOut>(TIn input)
where TIn : class
where TOut : struct
{
var handle = __makeref(input);
// one extra de-reference of the input pointer
return Read<TOut?>(*(IntPtr*)*(IntPtr*)(&handle));
}
// struct -> class
private static unsafe TOut ForceCastSC<TIn, TOut>(TIn? input)
where TIn : struct
where TOut : class
{
// get a real pointer to the struct, so it can be turned into a reference type
var handle = GCHandle.Alloc(input);
var result = Read<TOut>(GCHandle.ToIntPtr(handle));
handle.Free();
return result;
}
Now use the appropriate function in your sample and handle the nullable types like the compiler demands:
Original orig = new Original(7, 20);
LikeOriginal casted = ForceCastCS<Original, LikeOriginal>(orig) ?? default(LikeOriginal);
Console.WriteLine("Casted Original to LikeOriginal");
Console.WriteLine(casted.cG + ", " + casted.dG);
Console.WriteLine(casted.ToString());
casted.Add(3);
Console.WriteLine("added 3");
orig = ForceCastSC<LikeOriginal, Original>(casted);
Console.WriteLine("Casted LikeOriginal back to Original");
Console.WriteLine(orig.a + ", " + orig.b);
Console.ReadLine();
For me, this returns the correct numbers at each point.
Details
Some details:
Basically, your problem is you treat a value type like a reference type...
Lets first look at the working case: LikeOriginal
-> Original
:
var h1 = GCHandle.Alloc(likeOriginal);
var ptr1 = GCHandle.ToIntPtr(h1);
This creates a pointer that points to the memory area of LikeOriginal
(€dit: actually, not really exactly that memory area, see below)
var obj1 = default(Original);
TypedReference t1 = __makeref(obj1);
*(IntPtr*)(&t1) = ptr1;
This creates a reference (pointer) to Original
with the value of a pointer, pointing to LikeOriginal
var original = __refvalue( t1,Original);
This turns the typed reference into a managed reference, pointing to the memory of LikeOriginal
. All values of the starting likeOriginal
object are retained.
Now lets analyze some intermediate case that should work, if your code would work bi-directional: LikeOriginal
-> LikeOriginal
:
var h2 = GCHandle.Alloc(likeOriginal);
var ptr2 = GCHandle.ToIntPtr(h2);
Again, we have a pointer that points to the memory area of LikeOriginal
var obj2 = default(LikeOriginal);
TypedReference t2 = __makeref(obj2);
Now here is the first hint of what is going wrong: __makeref(obj2)
will create a reference to the LikeOriginal
object, not to some separate area where the pointer is stored.
*(IntPtr*)(&t2) = ptr2;
ptr2
however, is a pointer to some reference value
var likeOriginal2 = __refvalue( t2,LikeOriginal);
Here we are, getting garbage because t2
would be supposed to be a direct reference to the object memory, instead of a reference to some pointer memory.
Following is some testcode I executed to get a better understanding of your approach and what goes wrong (some of it pretty structured, then some parts where I tried some additional things):
Original o1 = new Original(111, 222);
LikeOriginal o2 = new LikeOriginal { cG = 333, dG = 444 };
// get handles to the objects themselfes and to their individual properties
GCHandle h1 = GCHandle.Alloc(o1);
GCHandle h2 = GCHandle.Alloc(o1.a);
GCHandle h3 = GCHandle.Alloc(o1.b);
GCHandle h4 = GCHandle.Alloc(o2);
GCHandle h5 = GCHandle.Alloc(o2.cG);
GCHandle h6 = GCHandle.Alloc(o2.dG);
// get pointers from the handles, each pointer has an individual value
IntPtr i1 = GCHandle.ToIntPtr(h1);
IntPtr i2 = GCHandle.ToIntPtr(h2);
IntPtr i3 = GCHandle.ToIntPtr(h3);
IntPtr i4 = GCHandle.ToIntPtr(h4);
IntPtr i5 = GCHandle.ToIntPtr(h5);
IntPtr i6 = GCHandle.ToIntPtr(h6);
// get typed references for the objects and properties
TypedReference t1 = __makeref(o1);
TypedReference t2 = __makeref(o1.a);
TypedReference t3 = __makeref(o1.b);
TypedReference t4 = __makeref(o2);
TypedReference t5 = __makeref(o2.cG);
TypedReference t6 = __makeref(o2.dG);
// get the associated pointers
IntPtr j1 = *(IntPtr*)(&t1);
IntPtr j2 = *(IntPtr*)(&t2); // j1 != j2, because a class handle points to the pointer/reference memory
IntPtr j3 = *(IntPtr*)(&t3);
IntPtr j4 = *(IntPtr*)(&t4);
IntPtr j5 = *(IntPtr*)(&t5); // j4 == j5, because a struct handle points directly to the instance memory
IntPtr j6 = *(IntPtr*)(&t6);
// direct translate-back is working for all objects and properties
var r1 = __refvalue( t1,Original);
var r2 = __refvalue( t2,int);
var r3 = __refvalue( t3,int);
var r4 = __refvalue( t4,LikeOriginal);
var r5 = __refvalue( t5,int);
var r6 = __refvalue( t6,int);
// assigning the pointers that where inferred from the GCHandles
*(IntPtr*)(&t1) = i1;
*(IntPtr*)(&t2) = i2;
*(IntPtr*)(&t3) = i3;
*(IntPtr*)(&t4) = i4;
*(IntPtr*)(&t5) = i5;
*(IntPtr*)(&t6) = i6;
// translate back the changed references
var s1 = __refvalue( t1,Original); // Ok
// rest is garbage values!
var s2 = __refvalue( t2,int);
var s3 = __refvalue( t3,int);
var s4 = __refvalue( t4,LikeOriginal);
var s5 = __refvalue( t5,int);
var s6 = __refvalue( t6,int);
// a variation, primitively dereferencing the pointer to get to the actual memory
*(IntPtr*)(&t4) = *(IntPtr*)i4;
var s4_1 = __refvalue( t4,LikeOriginal); // partial result, getting { garbage, 333 } instead of { 333, 444 }
// prepare TypedReference for translation between Original and LikeOriginal
var obj1 = default(Original);
var obj2 = default(LikeOriginal);
TypedReference t7 = __makeref(obj1);
TypedReference t8 = __makeref(obj2);
// translate between Original and LikeOriginal
*(IntPtr*)(&t7) = i4; // From struct to class, the pointer aquired through GCHandle is apropriate
var s7 = __refvalue( t7,Original); // Ok
*(IntPtr*)(&t8) = *(IntPtr*)j1;
var s8 = __refvalue( t8,LikeOriginal); // Not Ok - Original has some value comming before its first member - getting { garbage, 111 } instead of { 111, 222 }
*(IntPtr*)(&t8) = j2;
var s9 = __refvalue( t8,LikeOriginal); // Ok by starting at the address of the first member
Conclusion: Going via GCHandle
-> IntPtr
is creating a pointer that is pointing to one memory location in front of the first member, no matter whether the starting point is a struct or a class. This results in a situation, where struct -> class or class -> class is working but class -> struct or struct -> struct is not working.
The only way I found for targeting structs is to get a pointer to their first member (which in case of an input struct equals the __makeref
to the struct without going via GCHandle
).
struct
andclass
share the same metadata memory layout?" – Gautama0xDEADBEEF
to the members. Then print a hex dump from thethis
pointer, to determine the actual offset of your data members. I suspect that it is at offset 0, which enables you to do what you're doing. Like Zorn said, the metadata (type info, vtable) is probably before thethis
pointer. – GautamaLikeOriginal casted = ForceCast<Original, LikeOriginal>(orig);
line of code... you get a copy of your ForceCast result! – Serriform*(IntPtr*) (&tr) = address
is a reliable way of force-converting references obviously breaks down when value types are involved. If you makeOriginal
a struct, you will still get back garbage, even though the types are now identical in layout. If you thenForceCast
fromOriginal
toOriginal
, you will still get back garbage, even though the types are now the same.TypedReference
is not a simple pointer you can reinterpret a la C++; the runtime treats reference and value types in a fundamentally different way. – Englishmanstruct
to astruct
yields garbage. Aclass
works fine, of course. – Englishman