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2022-12-16Fix out of sync PropertyUsageFlags for csSilc Renew
2022-12-15Fix typos with codespellRémi Verschelde
2022-12-14Merge pull request #69971 from neikeq/csharp-vararg-ret-premature-freeRémi Verschelde
C#: Fix premature free of returned Variant in vararg methods
2022-12-12C#: Fix premature free of returned Variant in vararg methodsIgnacio Roldán Etcheverry
Notably, this fixes obscure issues after calling `script.New()` when the returned instance is a `RefCounted`.
2022-12-12C#: Rename SignalInfo to Signal and make awaitableRaul Santos
2022-12-12C#: Fix bindings generator for methods that return signalsRaul Santos
2022-12-11C#: Fix exported properties of GodotObject[] typeIgnacio Roldán Etcheverry
This was a regression from 17b2838f39c634324710166d2f36458906ecaf4a. `MarshalUtils` was changed in the source generators to use `ConvertTo<T>` and `CreateFrom<T>`, which don't support `GodotObject[]` because it would need reflection. As such, we need to keep the custom cases for `GodotObject[]` in `MarshalUtils`.
2022-12-02Merge pull request #69391 from NeilKleistGao/slnRémi Verschelde
Fix C# Solution Directory Project Settings
2022-12-02Fix C# solution directory settingsNeilKleistGao
Co-authored-by: Ignacio Roldán Etcheverry <neikeq@users.noreply.github.com>
2022-12-02C#: Cleanup Variant marshaling code in source/bindings generatorsIgnacio Roldán Etcheverry
This change aims to reduce the number of places that need to be changed when adding or editing a Godot type to the bindings. Since the addition of `Variant.From<T>/As<T>` and `VariantUtils.CreateFrom<T>/ConvertTo<T>`, we can now replace a lot of the previous code in the bindings generator and the source generators that specify these conversions for each type manually. The only exceptions are the generic Godot collections (`Array<T>` and `Dictionary<TKey, TValue>`) which still use the old version, as that one cannot be matched by our new conversion methods (limitation in the language with generics, forcing us to use delegate pointers). The cleanup applies to: - Bindings generator: - `TypeInterface.cs_variant_to_managed` - `TypeInterface.cs_managed_to_variant` - Source generators: - `MarshalUtils.AppendNativeVariantToManagedExpr` - `MarshalUtils.AppendManagedToNativeVariantExpr` - `MarshalUtils.AppendVariantToManagedExpr` - `MarshalUtils.AppendManagedToVariantExpr`
2022-12-02C#: Replace most conversions between Variant and System.ObjectIgnacio Roldán Etcheverry
This commit replaces most usages of `ConvertManagedObjectToVariant` and `ConvertVariantToManagedObjectOfType`, by using the `Godot.Variant` struct instead of `System.Object`. The most notable change is to the `GetGodotPropertyDefaultValues` method that's generated for scripts. The dictionary it returns now stores `Godot.Variant` values. Remaining usages are: - The `DelegateUtils` class, for the serialization of closure display classes during assembly reloading by the editor. These display classes are compiler generated classes to store values captured by a closure. Since it's generated by the compiler, the only way we have to access the fields is through reflection. This leads to using `System.Object`. - Converting parameters when invoking constructors from the engine. This will be replaced with source generators in the future. - Legacy support for old `GetGodotPropertyDefaultValues` return values. We need to keep supporting the old version of this generated method for some time. Otherwise, if loading a project built with the previous version, it could lead to the loss of exported property values. Ideally, we should remove this legacy support before a stable release.
2022-11-29Remove unnecessary namespaces in generated PropertyDefVal files.R. Alex Hofer
2022-11-28Merge pull request #65907 from magian1127/4.0FixPropertiesGeneratorIgnacio Roldán Etcheverry
C#: Fix Generated ScriptProperty Error.
2022-11-27C#: Fix Generated ScriptProperty Error.Magian
1. Add "this." to prevent errors caused by duplicate variable names. 2. Try to find the default value of property getters.
2022-11-27Merge pull request #69194 from raulsntos/dotnet/begone-variant-disposerIgnacio Roldán Etcheverry
C#: Remove VariantSpanDisposer and use constants in stackalloc
2022-11-27C#: Remove VariantSpanDisposer and use constants in stackallocRaul Santos
- Remove `VariantSpanDisposer`, no need to dispose of the Variant Spans since we are now borrowing the Variants instead of copying them. - Remove `VariantSpanExtensions.Cleared` that was only used so the Span was initialized for `VariantSpanDisposer` to know what to dispose. - Fix stackalloc Spans to use constant VarArgsSpanThreshold and avoid bound checks.
2022-11-26Merge pull request #69088 from raulsntos/dotnet/globalIgnacio Roldán Etcheverry
C#: Add `global::` namespace to generated source
2022-11-26C#: Add `global::` namespace to generated sourceRaul Santos
Adds `global::` to the fully qualified types in source generators to prevent ambiguity.
2022-11-25C#: Optimize Variant conversion callbacksIgnacio Roldán Etcheverry
These callbacks are used for marshaling by callables and generic Godot collections. C# generics don't support specialization the way C++ templates do. I knew NativeAOT could optimize away many type checks when the types are known at compile time, but I didn't trust the JIT would do as good a job, so I initially went with cached function pointers. Well, it turns out the JIT is also very good at optimizing in this scenario, so I'm changing the methods to do the conversion directly, rather than returning a function pointer for the conversion. The methods were moved to `VariantUtils`, and were renamed from `GetFromVariantCallback/GetToVariantCallback` to `ConvertTo/CreateFrom`. The new implementation looks like it goes through many `if` checks at runtime to find the right branch for the type, but in practice it works pretty much like template specialization. The JIT only generates code for the relevant branch. Together with inlining, the result is very close or the same as doing the conversion manually: ```cs godot_variant variant; int foo = variant.Int; int bar = VariantUtils.ConvertTo<int>(variant); ``` If the type is a generic Godot collection, the conversion still goes through a function pointer call. The new code happens to be much shorter as well, with the file going from 1057 lines to 407. Side note: `Variant.cs` was mistakenly created in the wrong folder, so I moved it to the `Core` folder.
2022-11-23Merge pull request #68580 from rhofour/fix-source-generationRémi Verschelde
First attempt at fully qualifying the default values of C# properties.
2022-11-22Fully qualify C# default values in exported fields.R. Alex Hofer
This avoids issues when the default values rely on using namespaces.
2022-11-19Merge pull request #68866 from raulsntos/dotnet/godot-enumsRémi Verschelde
C#: Synchronize Godot enums with core
2022-11-19C#: Synchronize Godot enums with coreRaul Santos
2022-11-14Add `readonly` to C# methods and types that don't mutateRaul Santos
Also removes a few unnecessary temp variables
2022-10-31Merge pull request #67578 from KoBeWi/GEDITORRémi Verschelde
Unify usage of GLOBAL/EDITOR_GET
2022-10-30C#: Remove need for reflection to invoking callable delegatesIgnacio Roldán Etcheverry
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.
2022-10-22Use `.generated` suffix for generated C# codeRaul Santos
Use the `.generated` suffix instead of `_Generated` so .NET marks C# file generated by Godot source generators as generated code.
2022-10-18Unify usage of GLOBAL/EDITOR_GETkobewi
2022-10-15Guard against more potential conflicts in C# bindings generatorRaul Santos
2022-10-07[.NET Export] Improve .NET export process.bruvzg
[macOS export] Fix incorrect file placement, search paths and architecture detection. [macOS export] Automatically detect executable files and set +x flag. [macOS export] Automatically apply "Disable Library Validation" entitlements when required. [macOS export] Remove old Mono export code. Fix folder tree creation for shared objects export. Add arch suffix to the exported .NET "data" folder name. Remove old Mono code from .NET "data" folder lookup.
2022-10-04Rename Projection `matrix` to `columns`Aaron Franke
2022-09-30Fix typos with codespellRémi Verschelde
Using codespell 2.3-dev from current git. And fix typo in `methods.py` for `vsproj=yes` option (still won't work though).
2022-09-22Merge pull request #66253 from raulsntos/dotnet/assembly-may-be-nullIgnacio Roldán Etcheverry
C#: Guard against null assemblies
2022-09-22C#: Suppress EventHandler suffix diagnostic for signalsRaul Santos
Suppress CA1711 for signal delegates because they are used in events so the naming follows the guidelines.
2022-09-22C#: Guard against null assembliesRaul Santos
A symbol's containing assembly will be null if the symbol is shared across multiple assemblies.
2022-09-19Replace File/Directory with FileAccess/DirAccesskobewi
2022-09-19Merge pull request #65879 from magian1127/4.0GenSDocRémi Verschelde
inheritdoc the "///" comment from EventHandler to the generated event
2022-09-18C#: inheritdoc the "///" comment from EventHandler to the generated eventMagian
2022-09-18Merge pull request #44143 from KoBeWi/callable_multiplayerRémi Verschelde
2022-09-18Port remaining connections to callable_mpTomasz Chabora
2022-09-18Merge pull request #65946 from antonWetzel/csharp-nd-arrayRémi Verschelde
Don't marshal multidimensional arrays
2022-09-17don't marshal multidimensional arraysantonWetzel
2022-09-16C#: Add documentation to signal delegatesRaul Santos
2022-09-15Merge pull request #65823 from raulsntos/dotnet/signal-docsIgnacio Roldán Etcheverry
C#: Move signal documentation to the event
2022-09-15C#: Move signal documentation to the eventRaul Santos
Move signal documentation from the delegate to the event and also deprecate the event if the signal is deprecated.
2022-09-15Fix NuGet fallback folder packagesRaul Santos
- Creates a `Godot.Offline.Config` file to configurate NuGet with Godot's fallback folder. This is easier because now we can assume we can override the entire file since user config will likely be in the default `NuGet.Config` file or an additional `*.config` file. - Ensure the NuGet fallback folder is created at the same time it is added to the NuGet configuration so future builds don't fail. - Add `GodotSharp` and `GodotSharpEditor` packages to the fallback folder. - Add `.nupkg.metadata` file to packages in fallback folder. - Refer to `Godot.SourceGenerators` using the specific non-floating version since floating versions don't seem to work with fallbackPackageFolders.
2022-09-14[macOS, .NET] Fix dotnet binary detection.bruvzg
2022-09-09Merge pull request #64373 from YeldhamDev/edscale_likes_them_floatyRémi Verschelde
2022-09-08Fix MacOS compiler flags in .NET moduleRaul Santos
2022-09-08Make `Vector2i` values paired with `EDSCALE` be just `Vector2`Michael Alexsander