summaryrefslogtreecommitdiff
path: root/modules/mono/editor/GodotTools
diff options
context:
space:
mode:
authorIgnacio Roldán Etcheverry <ignalfonsore@gmail.com>2021-05-03 15:21:06 +0200
committerIgnacio Roldán Etcheverry <ignalfonsore@gmail.com>2022-08-22 03:35:59 +0200
commit124fbf95f8ef065215e9fcc937a370dbef3196e1 (patch)
treef2b05a195cd8a9d5a4bc8e527930873349d99a4b /modules/mono/editor/GodotTools
parent0c5f254956f0115e363ce08045dd178dc30b54f8 (diff)
C#: Move marshaling logic and generated glue to C#
We will be progressively moving most code to C#. The plan is to only use Mono's embedding APIs to set things at launch. This will make it much easier to later support CoreCLR too which doesn't have rich embedding APIs. Additionally the code in C# is more maintainable and makes it easier to implement new features, e.g.: runtime codegen which we could use to avoid using reflection for marshaling everytime a field, property or method is accessed. SOME NOTES ON INTEROP We make the same assumptions as GDNative about the size of the Godot structures we use. We take it a bit further by also assuming the layout of fields in some cases, which is riskier but let's us squeeze out some performance by avoiding unnecessary managed to native calls. Code that deals with native structs is less safe than before as there's no RAII and copy constructors in C#. It's like using the GDNative C API directly. One has to take special care to free values they own. Perhaps we could use roslyn analyzers to check this, but I don't know any that uses attributes to determine what's owned or borrowed. As to why we maily use pointers for native structs instead of ref/out: - AFAIK (and confirmed with a benchmark) ref/out are pinned during P/Invoke calls and that has a cost. - Native struct fields can't be ref/out in the first place. - A `using` local can't be passed as ref/out, only `in`. Calling a method or property on an `in` value makes a silent copy, so we want to avoid `in`. REGARDING THE BUILD SYSTEM There's no longer a `mono_glue=yes/no` SCons options. We no longer need to build with `mono_glue=no`, generate the glue and then build again with `mono_glue=yes`. We build only once and generate the glue (which is in C# now). However, SCons no longer builds the C# projects for us. Instead one must run `build_assemblies.py`, e.g.: ```sh %godot_src_root%/modules/mono/build_scripts/build_assemblies.py \ --godot-output-dir=%godot_src_root%/bin \ --godot-target=release_debug` ``` We could turn this into a custom build target, but I don't know how to do that with SCons (it's possible with Meson). OTHER NOTES Most of the moved code doesn't follow the C# naming convention and still has the word Mono in the names despite no longer dealing with Mono's embedding APIs. This is just temporary while transitioning, to make it easier to understand what was moved where.
Diffstat (limited to 'modules/mono/editor/GodotTools')
-rw-r--r--modules/mono/editor/GodotTools/GodotTools/HotReloadAssemblyWatcher.cs2
1 files changed, 1 insertions, 1 deletions
diff --git a/modules/mono/editor/GodotTools/GodotTools/HotReloadAssemblyWatcher.cs b/modules/mono/editor/GodotTools/GodotTools/HotReloadAssemblyWatcher.cs
index dd05f28af0..43b1cf0f64 100644
--- a/modules/mono/editor/GodotTools/GodotTools/HotReloadAssemblyWatcher.cs
+++ b/modules/mono/editor/GodotTools/GodotTools/HotReloadAssemblyWatcher.cs
@@ -38,7 +38,7 @@ namespace GodotTools
_watchTimer = new Timer
{
OneShot = false,
- WaitTime = (float)EditorDef("mono/assembly_watch_interval_sec", 0.5)
+ WaitTime = 0.5f
};
_watchTimer.Timeout += TimerTimeout;
AddChild(_watchTimer);