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mirror of https://github.com/godotengine/godot.git synced 2025-11-09 12:50:35 +00:00

C#: Begin move to .NET Core

We're targeting .NET 5 for now to make development easier while
.NET 6 is not yet released.

TEMPORARY REGRESSIONS
---------------------

Assembly unloading is not implemented yet. As such, many Godot
resources are leaked at exit. This will be re-implemented later
together with assembly hot-reloading.
This commit is contained in:
Ignacio Roldán Etcheverry
2021-09-12 20:23:05 +02:00
parent 513ee857a9
commit f9a67ee9da
96 changed files with 2475 additions and 5615 deletions

View File

@@ -6,19 +6,13 @@ using System.Diagnostics.CodeAnalysis;
using System.IO;
using System.Linq;
using System.Runtime.CompilerServices;
using JetBrains.Annotations;
using GodotTools.Internals;
namespace GodotTools.Utils
{
[SuppressMessage("ReSharper", "InconsistentNaming")]
public static class OS
{
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void GetPlatformName(out godot_string dest);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern bool UnixFileHasExecutableAccess(in godot_string filePath);
public static class Names
{
public const string Windows = "Windows";
@@ -66,7 +60,7 @@ namespace GodotTools.Utils
private static unsafe bool IsOS(string name)
{
GetPlatformName(out godot_string dest);
Internal.godot_icall_Utils_OS_GetPlatformName(out godot_string dest);
using (dest)
{
string platformName = Marshaling.mono_string_from_godot(dest);
@@ -76,7 +70,7 @@ namespace GodotTools.Utils
private static unsafe bool IsAnyOS(IEnumerable<string> names)
{
GetPlatformName(out godot_string dest);
Internal.godot_icall_Utils_OS_GetPlatformName(out godot_string dest);
using (dest)
{
string platformName = Marshaling.mono_string_from_godot(dest);
@@ -102,14 +96,23 @@ namespace GodotTools.Utils
private static readonly Lazy<bool> _isHTML5 = new Lazy<bool>(() => IsOS(Names.HTML5));
private static readonly Lazy<bool> _isUnixLike = new Lazy<bool>(() => IsAnyOS(UnixLikePlatforms));
// TODO SupportedOSPlatformGuard once we target .NET 6
// [SupportedOSPlatformGuard("windows")]
public static bool IsWindows => _isWindows.Value || IsUWP;
// [SupportedOSPlatformGuard("osx")]
public static bool IsMacOS => _isMacOS.Value;
// [SupportedOSPlatformGuard("linux")]
public static bool IsLinuxBSD => _isLinuxBSD.Value;
// [SupportedOSPlatformGuard("linux")]
public static bool IsServer => _isServer.Value;
// [SupportedOSPlatformGuard("windows")]
public static bool IsUWP => _isUWP.Value;
public static bool IsHaiku => _isHaiku.Value;
// [SupportedOSPlatformGuard("android")]
public static bool IsAndroid => _isAndroid.Value;
// [SupportedOSPlatformGuard("ios")]
public static bool IsiOS => _isiOS.Value;
// [SupportedOSPlatformGuard("browser")]
public static bool IsHTML5 => _isHTML5.Value;
public static bool IsUnixLike => _isUnixLike.Value;
@@ -183,7 +186,7 @@ namespace GodotTools.Utils
.FirstOrDefault(path =>
{
using godot_string pathIn = Marshaling.mono_string_to_godot(path);
return File.Exists(path) && UnixFileHasExecutableAccess(pathIn);
return File.Exists(path) && Internal.godot_icall_Utils_OS_UnixFileHasExecutableAccess(pathIn);
});
}