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Mono: Make Godot provide its own WASM m2n trampolines
This depends on a custom Mono patch from this commit: godotengine/godot-mono-builds@0e312939bd
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@@ -163,9 +163,9 @@ MonoObject *godot_icall_Object_weakref(Object *p_ptr) {
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return GDMonoUtils::unmanaged_get_managed(wref.ptr());
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}
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Error godot_icall_SignalAwaiter_connect(Object *p_source, StringName *p_signal, Object *p_target, MonoObject *p_awaiter) {
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int32_t godot_icall_SignalAwaiter_connect(Object *p_source, StringName *p_signal, Object *p_target, MonoObject *p_awaiter) {
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StringName signal = p_signal ? *p_signal : StringName();
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return gd_mono_connect_signal_awaiter(p_source, signal, p_target, p_awaiter);
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return (int32_t)gd_mono_connect_signal_awaiter(p_source, signal, p_target, p_awaiter);
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}
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MonoArray *godot_icall_DynamicGodotObject_SetMemberList(Object *p_ptr) {
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@@ -240,18 +240,18 @@ MonoString *godot_icall_Object_ToString(Object *p_ptr) {
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}
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void godot_register_object_icalls() {
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mono_add_internal_call("Godot.Object::godot_icall_Object_Ctor", (void *)godot_icall_Object_Ctor);
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mono_add_internal_call("Godot.Object::godot_icall_Object_Disposed", (void *)godot_icall_Object_Disposed);
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mono_add_internal_call("Godot.Object::godot_icall_Reference_Disposed", (void *)godot_icall_Reference_Disposed);
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mono_add_internal_call("Godot.Object::godot_icall_Object_ConnectEventSignals", (void *)godot_icall_Object_ConnectEventSignals);
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mono_add_internal_call("Godot.Object::godot_icall_Object_ClassDB_get_method", (void *)godot_icall_Object_ClassDB_get_method);
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mono_add_internal_call("Godot.Object::godot_icall_Object_ToString", (void *)godot_icall_Object_ToString);
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mono_add_internal_call("Godot.Object::godot_icall_Object_weakref", (void *)godot_icall_Object_weakref);
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mono_add_internal_call("Godot.SignalAwaiter::godot_icall_SignalAwaiter_connect", (void *)godot_icall_SignalAwaiter_connect);
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mono_add_internal_call("Godot.DynamicGodotObject::godot_icall_DynamicGodotObject_SetMemberList", (void *)godot_icall_DynamicGodotObject_SetMemberList);
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mono_add_internal_call("Godot.DynamicGodotObject::godot_icall_DynamicGodotObject_InvokeMember", (void *)godot_icall_DynamicGodotObject_InvokeMember);
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mono_add_internal_call("Godot.DynamicGodotObject::godot_icall_DynamicGodotObject_GetMember", (void *)godot_icall_DynamicGodotObject_GetMember);
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mono_add_internal_call("Godot.DynamicGodotObject::godot_icall_DynamicGodotObject_SetMember", (void *)godot_icall_DynamicGodotObject_SetMember);
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GDMonoUtils::add_internal_call("Godot.Object::godot_icall_Object_Ctor", godot_icall_Object_Ctor);
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GDMonoUtils::add_internal_call("Godot.Object::godot_icall_Object_Disposed", godot_icall_Object_Disposed);
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GDMonoUtils::add_internal_call("Godot.Object::godot_icall_Reference_Disposed", godot_icall_Reference_Disposed);
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GDMonoUtils::add_internal_call("Godot.Object::godot_icall_Object_ConnectEventSignals", godot_icall_Object_ConnectEventSignals);
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GDMonoUtils::add_internal_call("Godot.Object::godot_icall_Object_ClassDB_get_method", godot_icall_Object_ClassDB_get_method);
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GDMonoUtils::add_internal_call("Godot.Object::godot_icall_Object_ToString", godot_icall_Object_ToString);
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GDMonoUtils::add_internal_call("Godot.Object::godot_icall_Object_weakref", godot_icall_Object_weakref);
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GDMonoUtils::add_internal_call("Godot.SignalAwaiter::godot_icall_SignalAwaiter_connect", godot_icall_SignalAwaiter_connect);
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GDMonoUtils::add_internal_call("Godot.DynamicGodotObject::godot_icall_DynamicGodotObject_SetMemberList", godot_icall_DynamicGodotObject_SetMemberList);
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GDMonoUtils::add_internal_call("Godot.DynamicGodotObject::godot_icall_DynamicGodotObject_InvokeMember", godot_icall_DynamicGodotObject_InvokeMember);
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GDMonoUtils::add_internal_call("Godot.DynamicGodotObject::godot_icall_DynamicGodotObject_GetMember", godot_icall_DynamicGodotObject_GetMember);
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GDMonoUtils::add_internal_call("Godot.DynamicGodotObject::godot_icall_DynamicGodotObject_SetMember", godot_icall_DynamicGodotObject_SetMember);
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}
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#endif // MONO_GLUE_ENABLED
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