1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-09 12:50:35 +00:00
Commit Graph

23 Commits

Author SHA1 Message Date
Ignacio Roldán Etcheverry
88e367a406 C#/netcore: Add base desktop game export implementation
This base implementation is still very barebones but it defines the path
for how exporting will work (at least when embedding the .NET runtime).

Many manual steps are still needed, which should be automatized in the
future. For example, in addition to the API assemblies, now you also
need to copy the GodotPlugins assembly to each game project.
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry
e5e7a795b1 C#: Code cleanup and greatly reduce use of C# pointers 2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry
f9a67ee9da 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.
2022-08-22 03:35:59 +02:00
Ignacio Roldán Etcheverry
513ee857a9 C#: Restructure code prior move to .NET Core
The main focus here was to remove the majority of code that relied on
Mono's embedding APIs, specially the reflection APIs. The embedding
APIs we still use are the bare minimum we need for things to work.
A lot of code was moved to C#. We no longer deal with any managed
objects (`MonoObject*`, and such) in native code, and all marshaling
is done in C#.

The reason for restructuring the code and move away from embedding APIs
is that once we move to .NET Core, we will be limited by the much more
minimal .NET hosting.

PERFORMANCE REGRESSIONS
-----------------------

Some parts of the code were written with little to no concern about
performance. This includes code that calls into script methods and
accesses script fields, properties and events.
The reason for this is that all of that will be moved to source
generators, so any work prior to that would be a waste of time.

DISABLED FEATURES
-----------------

Some code was removed as it no longer makes sense (or won't make sense
in the future).
Other parts were commented out with `#if 0`s and TODO warnings because
it doesn't make much sense to work on them yet as those parts will
change heavily when we switch to .NET Core but also when we start
introducing source generators.
As such, the following features were disabled temporarily:
- Assembly-reloading (will be done with ALCs in .NET Core).
- Properties/fields exports and script method listing (will be
  handled by source generators in the future).
- Exception logging in the editor and stack info for errors.
- Exporting games.
- Building of C# projects. We no longer copy the Godot API assemblies
  to the project directory, so MSBuild won't be able to find them. The
  idea is to turn them into NuGet packages in the future, which could
  also be obtained from local NuGet sources during development.
2022-08-22 03:35:59 +02:00
bruvzg
8823eae328 Rename OSX to macOS and iPhoneOS to iOS. 2022-07-21 09:37:52 +03:00
Julian Mills
d606a8eded Fix blank command prompts spawning
prevent certain mono actions from displaying empty command prompts.
2022-05-12 13:49:37 +02:00
Aaron Franke
1933df0013 Some more C# formatting 2021-09-02 15:12:15 -05:00
Raul Santos
d636ebbfe9 Ignore paths with invalid chars in PathWhich 2021-07-27 04:16:20 +02:00
Raul Santos
accd05f4ad Use Array.Empty instead of allocating a every time
Use `System.Array.Empty<T>` to get an empty array instead of allocating
a new one every time. Since arrays are immutable there is no need to
allocate them every time.
2021-07-26 03:52:31 +02:00
Lorenz Junglas
7e2b495435 Adressed Review
Identifier "macOS" => "MacOS"
Platform/SDK name reverted to "osx"
2020-10-08 13:51:19 +02:00
Lorenz Junglas
519f369795 C# GodotTools: Replace platform Identifier "OSX" with "macOS"
Because `Strings OS_OSX::get_name() const` now returns "macOS" (15a9f94346)
The C# GodotTools were still using "OSX" as identifier a few things were borken (e.g. dotnet/msbuild detection).
2020-10-08 13:51:19 +02:00
Ignacio Etcheverry
f3bcd5f8dd C#: Use Sdks in GodotTools csprojs and switch to nuget Microsoft.Build 2020-05-09 21:36:31 +02:00
Ignacio Etcheverry
77dd061345 Mono/C#: Add iOS support
Right now, games only work on devices when exported with FullAOT+Interpreter.
There are some issues left that need to addressed for FullAOT alone. Right now,
it's giving issues with the Godot.NativeCalls static constructor.
2020-03-31 09:37:16 +02:00
Mateo Kuruk Miccino
f387b9b4f4 Multiple changes to DisplayServerX11
- Travis: Change x11 to linuxbsd
- SCons: Change x11 plataform to linuxbsd
- Plugins: Remove ; to avoid fallthrough warning
- DisplayServerX11: Implement set_icon
- DisplayServerX11: Fix X11 bug when a window was erased from windows
  map, all the changes from that erased windows are sending to the main
  window
- DisplayServerX11: Reorder create_window commands
- DisplayServerX11: Change every Size2 to Size2i and Rect2 to Rect2i
  where it belongs

+ More X11 fixes which have been integrated directly back into reduz's
original commits while rebasing the branch.
2020-03-26 15:49:54 +01:00
Dan Kramer
097d1c9383 add suggested fix 2019-12-21 13:26:29 -05:00
Ignacio Etcheverry
5a3ccf4f14 Mono/C#: Remove GodotTools dependency on the Mono.Posix assembly
MSBuild on Windows uses the system .NET Framework BCL instead of Mono's. Because
of this, it may not be able to find the Mono.Posix assembly, so it's better
not to depend on it. We needed Mono.Posix to call Syscall.access, so we can
replace this with an internal call that does the same in C++.
2019-12-21 15:55:45 +01:00
Aaron Franke
5771f9959c Mono formatting
No space for casting, add spaces inside braces, 4 space indentation, remove trailing indentation, remove BOM.
2019-12-11 16:32:47 -05:00
Ivan Shakhov
8fbc9d33fd Support Rider as External Editor 2019-12-11 08:39:04 +01:00
Ignacio Etcheverry
066ae9d83b Mono/C#: Several android fixes
- Added correct config file for android dllmaps.
- Fix __Internal DllImports with a dlopen fallback.
- Add missing P/Invoke functions and internal calls expected by the monodroid BCL and our custom version of the 'Android.Runtime.AndroidEnvironment' class (this last one can be found in the godot-mono-builds repo).
- Make sure to set 'btls' instead of 'legacy' as the default TLS provider on Android.
2019-12-04 19:03:42 +01:00
Ignacio Etcheverry
f91416d9ac C#: Fix PathWhich on Windows when name already has extension
Also make the Posix version of PathWhich check if the file has executable access.
2019-11-21 14:53:00 +01:00
Ignacio Etcheverry
2b67924a0b Mono/C#: Initial exporter support for AOT compilation 2019-11-15 03:22:18 +01:00
Ignacio Etcheverry
de7c2ad21b Mono/C#: WebAssembly support 2019-11-13 21:41:11 +01:00
Ignacio Etcheverry
270af6fa08 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.
2019-07-05 09:38:23 +02:00