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Commit Graph

415 Commits

Author SHA1 Message Date
Thaddeus Crews
1cb3cfaa8e Style: Convert namespaces to PascalCase 2025-03-23 19:10:24 -05:00
Thaddeus Crews
f09ee0171a Style: Begin integrating simple .clangd fixes 2025-03-22 13:24:35 -05:00
Thaddeus Crews
324512e11c Style: Replace header guards with #pragma once 2025-03-07 17:33:47 -06:00
Thaddeus Crews
0c8f4f3d91 Merge pull request #97908 from atlasapplications/just-linux-bionic
Add `linux-bionic` RID export option
2025-03-07 15:12:32 -06:00
Thaddeus Crews
c937b6d180 Merge pull request #102419 from Ivorforce/std-size
Use `std::size` instead of `sizeof(a) / sizeof(a[0])` pattern throughout the codebase.
2025-03-07 15:12:25 -06:00
Thaddeus Crews
d9125ebebe Merge pull request #101293 from Ivorforce/string-to-pointer-conversion
Remove implicit conversions from `String`, `Char16String` and `CharString` to data pointers.
2025-03-07 15:12:12 -06:00
Lukas Tenbrink
e34f1f504c Use std::size instead of sizeof(a) / sizeof(a[0]) pattern throughout the codebase. 2025-02-07 14:57:48 +01:00
Pedro J. Estébanez
318af42020 Include more attributes in the global class names cache 2025-01-29 09:39:50 +01:00
Justin Sasso
8a4bc9881f Add linux-bionic RID Export Option
Adds an export option to enable the linux-bionic RID so Android can export with NativeAOT enabled.
2025-01-28 12:54:10 -05:00
Lukas Tenbrink
512abc38b2 Remove implicit conversions from String, Char16String and CharString to data pointers. Make conversions to StrRange implicit to aid transition. 2025-01-17 17:31:58 +01:00
Raul Santos
63960e1ed6 [.NET] Update required .NET SDK version in error messages
Also, replaces the download URL with a shorter one since links are not clickable so I thought it'd be more convenient.
2024-12-20 21:57:38 +01:00
Rémi Verschelde
c92a6c7e27 CI: Update clang-format pre-commit hook to 19.1.0 2024-09-26 11:46:12 +02:00
Raul Santos
5860ec553d C#: Use char * with CoreCLR/MonoVM APIs 2024-09-17 17:51:17 +02:00
Raul Santos
0aa46e19c5 C#: Fallback to CoreCLR/MonoVM hosting APIs when hostfxr/NativeAOT fails
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).
2024-09-16 17:07:03 +02:00
A Thousand Ships
aff2e47bff [C#] Unexpose GodotSharp
This class seems to have been exposed accidentally, and breaks
documentation on non-mono builds, requiring hacks
2024-05-04 14:09:42 +02:00
bruvzg
bf558adcdd [.NET] Disable output embedding on macOS, move it to the advanced options on other platforms. 2024-04-09 17:47:39 +03:00
A Thousand Ships
59bcc2888c Add methods to get argument count of methods
Added to:
* `Callable`s
* `Object`s
* `ClassDB`
* `Script(Instance)`s
2024-03-10 11:02:43 +01:00
Raul Santos
5815d1c8c8 Improve handling of generic C# types
- Create CSharpScript for generic C# types.
  - `ScriptPathAttributeGenerator` registers the path for the generic type definition.
  - `ScriptManagerBridge` lookup uses the generic type definition that was registered by the generator.
  - Constructed generic types use a virtual `csharp://` path so they can be registered in the map and loaded as if there was a different file for each constructed type, even though they all share the same real path.
  - This allows getting the base type for a C# type that derives from a generic type.
- Shows base scripts in the _Add Node_ and _Create Resource_ dialogs even when they are generic types.
  - `get_global_class_name` implementation was moved to C# and now always returns the base type even if the script is not a global class (this behavior matches GDScript).
- Create `CSharpScript::TypeInfo` struct to hold all the type information about the C# type that corresponds to the `CSharpScript`, and use it as the parameter in `UpdateScriptClassInfo` to avoid adding more parameters.
2024-02-08 18:31:13 +01:00
Rémi Verschelde
736696b533 Merge pull request #87679 from raulsntos/dotnet/remove-unused
C#: Remove unused code
2024-01-30 17:48:07 +01:00
Raul Santos
82380ec700 C#: Remove unused code
- Remove `AotBuilder` that was used for MonoAOT in 3.x.
- Remove `PlaySettings` that was used for IDE support in 3.x.
- Remove `ApiAssembliesInfo` that was used for Project generation in 3.x.
- Remove pieces of the old iOS support from 3.x.
2024-01-28 16:09:59 +01:00
Zae
e868a9f577 C#: Fix not assigning runtime_initialized when initializing with AOT. 2024-01-26 05:44:40 +08:00
bruvzg
a92511fec3 [iOS] Fix dotnet export. 2023-11-16 15:05:44 +02:00
Rémi Verschelde
6afd320984 Merge pull request #78157 from RedworkDE/net-shutting-down-abruptly
C#: Fix crash with `DisposablesTracker_OnGodotShuttingDown`
2023-10-31 20:52:27 +01:00
Raul Santos
be1dfd3b3a C#: Allow exporting games without C#
When exporting a game that contains a C# solution, a feature is added so the exported game can check if it should initialize the .NET module. Otherwise, the module initialization is skipped so games without C# won't check for the assemblies and won't show alerts when they're missing.
2023-10-16 05:07:11 +02:00
Andreia Gaita
ee9a735c26 Add C# iOS support
This support is experimental and requires .NET 8

Known issues:
- Requires macOS due to use of lipo and xcodebuild
- arm64 simulator templates are not currently included
  in the official packaging
2023-10-09 18:22:56 +02:00
A Thousand Ships
517e9f8aef [Modules] Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable 2023-09-26 16:44:52 +02:00
Rémi Verschelde
d759f91f8d Merge pull request #81101 from 398utubzyt/dotnet/abstract-class-support
C#: Add abstract class support
2023-09-25 17:18:05 +02:00
Zae
67e1373e5a C#: make C# static methods accessible. 2023-09-20 22:49:33 +08:00
398utubzyt
2df37a237a C#: Abstract script class support 2023-09-15 20:35:25 -07:00
Raul Santos
ef0e279fbb Show alert if .NET assemblies dir does not exist 2023-08-03 13:52:13 +02:00
RedworkDE
7c456d2d0d C#: Remove old and unused android support code for mono 2023-06-28 22:34:14 +02:00
RedworkDE
e0f644a48d C#: Fix editor integration breaking and causing error spam when reloading assemblies fails
- Do not reload scripts from non-collectible assemblies
- Do not load GodotTools as collectible
- Do not attempt to reload the same project assembly forever
2023-06-21 12:47:52 +02:00
Rémi Verschelde
25b2f1780a Style: Harmonize header includes in modules
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:

Includes from the platform port or module ("local" includes) should be listed
first in their own block using relative paths, before Godot's "core" includes
which use "absolute" (project folder relative) paths, and finally thirdparty
includes.

Includes in `#ifdef`s come after their relevant section, i.e. the overall
structure is:

- Local includes
  * Conditional local includes
- Core includes
  * Conditional core includes
- Thirdparty includes
  * Conditional thirdparty includes
2023-06-15 14:35:45 +02:00
RedworkDE
92f13ba9ea C#: Unify project name handling and fix issues with the handling of some special characters
Co-authored-by: Raul Santos <raulsntos@gmail.com>
2023-06-14 21:07:58 +02:00
RedworkDE
d515fcc47a C#: Fix crash with DisposablesTracker_OnGodotShuttingDown 2023-06-13 07:49:21 +02:00
Raul Santos
a1f454fee3 C#: Add global class support
Co-authored-by: willnationsdev <willnationsdev@gmail.com>
2023-05-29 19:04:02 +02:00
RedworkDE
1cfc382fe8 C#: Mostly fix hash of ManagedCallable
The hash can still change when reloading assemblies but in all other
cases the result should be correct.
2023-05-18 13:44:36 +02:00
RedworkDE
6b050a3502 C#: Fix editor crashing without a message when .NET is not installed 2023-02-23 13:52:45 +01:00
Juan Linietsky
6f0e210093 Refactor ProjectSetting overrides
* Overrides no longer happen for set/get.
* They must be checked with a new function: `ProjectSettings::get_setting_with_override()`.
* GLOBAL_DEF/GLOBAL_GET updated to use this

This change solves many problems:
* General confusion about getting the actual or overriden setting.
* Feature tags available after settings are loaded were being ignored, they are now considered.
* Hacks required for the Project Settings editor to work.

Fixes #64100. Fixes #64014. Fixes #61908.
2023-01-13 15:13:56 +01:00
Rémi Verschelde
d95794ec8a One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
Ignacio Roldán Etcheverry
282bd37e5c C#: Remove need for reflection to invoking callable delegates
We aim to make the C# API reflection-free, mainly for concerns about
performance, and to be able to target NativeAOT in refletion-free mode,
which reduces the binary size.

One of the main usages of reflection still left was the dynamic
invokation of callable delegates, and for some time I wasn't sure
I would find an alternative solution that I'd be happy with.

The new solution uses trampoline functions to invoke the delegates:

```
static void Trampoline(object delegateObj, NativeVariantPtrArgs args, out godot_variant ret)
{
    if (args.Count != 1)
        throw new ArgumentException($"Callable expected 1 arguments but received {args.Count}.");

    string res = ((Func<int, string>)delegateObj)(
        VariantConversionCallbacks.GetToManagedCallback<int>()(args[0])
    );

    ret = VariantConversionCallbacks.GetToVariantCallback<string>()(res);
}

Callable.CreateWithUnsafeTrampoline((int num) => "Foo" + num, &Trampoline);
```

Of course, this is too much boilerplate for user code. To improve this,
the `Callable.From` methods were added. These are overloads that take
`Action` and `Func` delegates, which covers the most common use cases:
lambdas and method groups:

```
// Lambda
Callable.From((int num) => "Foo" + num);

// Method group
string AppendNum(int num) => "Foo" + num;
Callable.From(AppendNum);
```

Unfortunately, due to limitations in the C# language, implicit
conversions from delegates to `Callable` are not supported.

`Callable.From` does not support custom delegates. These should be
uncommon, but the Godot C# API actually uses them for event signals.
As such, the bindings generator was updated to generate trampoline
functions for event signals. It was also optimized to use `Action`
instead of a custom delegate for parameterless signals, which removes
the need for the trampoline functions for those signals.

The change to reflection-free invokation removes one of the last needs
for `ConvertVariantToManagedObjectOfType`. The only remaining usage is
from calling script constructors with parameters from the engine
(`CreateManagedForGodotObjectScriptInstance`). Once that one is made
reflection-free, `ConvertVariantToManagedObjectOfType` can be removed.
2022-10-30 01:24:15 +02:00
Ignacio Roldán Etcheverry
8199a209c2 C#: Fix module builds for Windows 32-bit with mingw-w64
The lambda was giving issues, so I re-wrote it as a static function.
2022-09-08 20:57:28 +02:00
Ignacio Roldán Etcheverry
f784fb2000 C#: Replace libnethost dependency to find hostfxr
We want to replace libnethost as it gives us issues with some compilers.
Our implementation tries to mimic libnethost's hostfxr_resolver search
logic. We try to use the same function names for easier comparing in
case we need to update this in the future.
2022-09-07 16:36:36 +02:00
Aaron Franke
10a56981dc Rename String plus_file to path_join 2022-08-29 19:38:13 -05:00
Ignacio Roldán Etcheverry
051f24b067 Merge pull request #65049 from paulloz/dotnet/win10-export
C#: Fix .NET export template compilation on Windows
2022-08-29 18:34:02 +02:00
Paul Joannon
ab5807d722 Fix .NET export template compilation on Windows 10 2022-08-29 17:49:37 +02:00
Raul Santos
b0274d0ee7 Fix .NET exporting in Linux
- Fix platform detection after Linux OS name was renamed from `LinuxBSD`
to `Linux`
- Fix arch detection after renaming `64` to `x86_64`
- Fix typo in `find_hostfxr`
2022-08-28 15:44:05 +02:00
Raul Santos
c56b157c61 Avoid trying to load non-existent assembly
If the project assembly does not exist, return `false` directly instead
of trying to load it.
This prevents the `System.InvalidOperationException` thrown for failing
to locate managed application.
2022-08-22 11:48:12 +02:00
Ignacio Roldán Etcheverry
2c180f62d9 C#: Replace P/Invoke with delegate pointers
- Moves interop functions to UnmanagedCallbacks struct that
  contains the function pointers and is passed to C#.

- Implements UnmanagedCallbacksGenerator, a C# source generator that
  generates the UnmanagedCallbacks struct in C# and the body for the
  NativeFuncs methods (their implementation just calls the function
  pointer in the UnmanagedCallbacks). The generated methods are needed
  because .NET pins byref parameters of native calls, even if they are
  'ref struct's, which don't need pinning. The generated methods use
  `Unsafe.AsPointer` so that we can benefit from byref parameters
  without suffering overhead of pinning.

Co-authored-by: Raul Santos <raulsntos@gmail.com>
2022-08-22 03:36:52 +02:00
Ignacio Roldán Etcheverry
1bf4397e5b C#: Use custom project setting for C# project files name
The setting is initially assigned the name of the Godot project,
but it's kept freezed to prevent issues when renaming the Godot
project.

The user can always rename the C# project and solution manually and
change the setting to the new name.
2022-08-22 03:36:52 +02:00