Instead of looking for a solution file with the same name as the project and
its assembly, this commit updates the logic to find all .sln and .slnx files in
the specified solution directory. If no matching solution is found, it will fall
back to the old behaviour.
This commit will also consider .. markings to go up one directory level allowing
for Godot projects as part of multi-project solutions.
Co-authored-by: Eric Johnson <eric.johnson@revention.com>
Use semantic model to analyze the method to be selected
Support translation comment
Make C# multi-line comments also ignore translation
Add preprocessor symbols support
To ensure Android exports are compatible with the new Play Store
requirement that all `.so` libraries included are aligned to 16k,
we now require C# projects to target `net9.0` which uses the
correct alignment (as opposed to the current one of 4k).
The thirdparty jar library has also been updated to the one from
the 9.0.4 runtime package so it's compatible with non-gradle
builds targeting `net9.0`.
Non-android projects are not affect, the minimum TFM is still
`net8.0`.
Use a `HashSet` to avoid adding duplicate architectures on exporting. It seems we were adding `x86_64` and `arm64` twice to macOS exports because they are also included in the features.
- Change TFM and LangVersion
- Better exception throwing (CA1510, CA1512, CA1513)
- Better exception utility method definition (CA1859)
- Prefer comparing `.Count` over calling `.Any()` (CA1860)
- Prefer `.AsSpan()` over `.Substring()` (CA1846)
- Add a few more `scoped`
- Use `RuntimeHelpers.GetUninitializedObject()` instead of `FormatterServices.GetUninitializedObject()`
- Use delegate instead of delegate pointer in variant generic conversions
- Enable EnforceExtendedAnalyzerRules in source generator projects
- Disable CS8981 on structs named movable in Godot.NativeInterop
Include the needed .NET jar in the Godot templates so it's always available, then we don't need to include the jar from a .NET publish which could fail when exporting to multiple architectures because it would attempt to add the same jar for each architecture.
Because of ref safety changes in the languages, all methods that return an interop struct have to have all other reference parameters marked as scoped to signal the the method does not capture that reference.
The variant change is necessary, because for some reason a type of the exact shape godot_variant is in, crashes the .NET 7 JIT, but when changing it to be sequential with the same effective layout it works.
Some platforms don't support hostfxr but we can use the coreclr/monosgen library directly to initialize the runtime.
Android exports now use the `android` runtime identifier instead of `linux-bionic`, this removes the restrictions we previously had:
- Adds support for all Android architectures (arm32, arm64, x32, and x64), previously only the 64-bit architectures were supported.
- Loads `System.Security.Cryptography.Native.Android` (the .NET library that binds to the Android OS crypto functions).
- Use the export platform's `get_os_name` to determine the platform name instead of guessing from the features.
- Use the export platform's `add_message` to add error messages instead of a custom error dialog. Integrates .NET error messages with the export log dialog.
New rules:
- Do not silence CA1805 any more
- Limit where we silence CA1707, CA1711, CA1720
- Enforce severity=warning for IDE0040
- Enforce Allman style braces
- Enforce naming conventions (IDE1006 is still severity=suggestion)
Fixes:
- Fix REFL045, CS1572, CS1573
- Suppress CS0618 when generating `InvokeGodotClassMethod`
- Fix indent when generating GD_constants.cs
- Temporarily silence CS1734 in generated code
- Fix a lot of naming rule violations
Misc.:
- Remove ReSharper comments for RedundantNameQualifier
- Remove suppression attributes for RedundantNameQualifier
- Remove severity=warnings for CA1716, CA1304 (already included in the level of analysis we run)
- Report a diagnostic when there are multiple classes that match the script file name in the same script since that will result in a duplicate path key in the bimap and it's not allowed.
- Fix InspectorPlugin to handle empty paths in case the project was built with a previous version of Godot that used empty paths for generic scripts.
- Add tests for the new diagnostic GD0003.