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Re-write mono module editor code in C#
Make the build system automatically build the C# Api assemblies to be shipped with the editor. Make the editor, editor player and debug export templates use Api assemblies built with debug symbols. Always run MSBuild to build the editor tools and Api assemblies when building Godot. Several bugs fixed related to assembly hot reloading and restoring state. Fix StringExtensions internal calls not being registered correctly, resulting in MissingMethodException.
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@@ -31,29 +31,19 @@
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#ifndef GODOTSHARP_EXPORT_H
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#define GODOTSHARP_EXPORT_H
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#include <mono/metadata/image.h>
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#include "editor/editor_export.h"
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#include "core/dictionary.h"
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#include "core/error_list.h"
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#include "core/ustring.h"
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#include "../mono_gd/gd_mono_header.h"
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class GodotSharpExport : public EditorExportPlugin {
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namespace GodotSharpExport {
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MonoAssemblyName *aname_prealloc;
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Error get_exported_assembly_dependencies(const String &p_project_dll_name,
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const String &p_project_dll_src_path, const String &p_build_config,
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const String &p_custom_lib_dir, Dictionary &r_dependencies);
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Error get_assembly_dependencies(GDMonoAssembly *p_assembly, const Vector<String> &p_search_dirs, Dictionary &r_dependencies);
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bool _add_file(const String &p_src_path, const String &p_dst_path, bool p_remap = false);
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Error _get_assembly_dependencies(GDMonoAssembly *p_assembly, const Vector<String> &p_search_dirs, Map<String, String> &r_dependencies);
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protected:
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virtual void _export_file(const String &p_path, const String &p_type, const Set<String> &p_features);
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virtual void _export_begin(const Set<String> &p_features, bool p_debug, const String &p_path, int p_flags);
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public:
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static void register_internal_calls();
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GodotSharpExport();
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~GodotSharpExport();
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};
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} // namespace GodotSharpExport
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#endif // GODOTSHARP_EXPORT_H
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