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2022-08-26Restore RigidBody2/3D, SoftBody names in physicsfabriceci
2022-08-26Merge pull request #64901 from raulsntos/dotnet/equalsIgnacio Roldán Etcheverry
C#: Use pattern matching to simplify `Equals`
2022-08-26Remove `[Signal]` attribute from eventsRaul Santos
- Remove event as a valid target of `SignalAttribute` - Stop adding the `[Signal]` attribute to events in bindings_generator - Make bindings_generator use the `EventHandler` suffix to be consistent with the C# source generator - Remove obsolete comment about the signal's delegate name
2022-08-25C#: Preserve order of exported fields/categoriesPaul Joannon
2022-08-25Merge pull request #52815 from magian1127/temp3Ignacio Roldán Etcheverry
C# Generate SnakeName const
2022-08-25Various C# documentation improvementsRaul Santos
Fixes wrong/invalid documentation and add documentation to some OS members.
2022-08-25C# Generate StringName(SnakeName) for all class membersMagian
2022-08-25Unify bits, arch, and android_arch into env["arch"]Aaron Franke
Fully removes the `bits` option and adapts the code that relied on it. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-08-25Merge pull request #64731 from raulsntos/dotnet6-variant-generics-analyzerRémi Verschelde
C#: Add `MustBeVariant` attribute and analyzer
2022-08-25Add MustBeVariant attribute and analyzerRaul Santos
- MustBeVariant attribute can be used to enforce that generic types must be a marshable from/to Variant. - Also renames all diagnostic ids to be valid unicode identifiers.
2022-08-24Remove mentions of the Server platform from the Mono moduleAaron Franke
2022-08-24Merge pull request #64742 from zaevi/csharp_add_grouping_attributesIgnacio Roldán Etcheverry
C#: Add grouping attributes for properties.
2022-08-24Merge pull request #64743 from raulsntos/dotnet6-signal-analyzerIgnacio Roldán Etcheverry
Improve C# signal analyzer errors
2022-08-24Use pattern matching to simplify `Equals`Raul Santos
- Simplify and unify `Equals` implementation of C# struct types - Also add pattern matching to replace a cast in `DebuggingUtils`
2022-08-22C#: Replace `Xform` and `XformInv` with `*` operatorRaul Santos
- In cases where both `Xform`/`XformInv` and the `*` operator were implemented the `Xform`/`XformInv` methods were removed in favor of the `*` operator. - In cases where the `Xform`/`XformInv` existed but not the `*` operator, the `Xform`/`XformInv` methods were replaced with the `*` operator. - In cases where no method existed, a new `*` operator has been implemented to support the same operations that are supported in GDScript. - Fixes the `Transform.Xform` and `Transform.XformInv` with `Rect2` implementation to use a zero `Rect2` size to start expanding from (which is how it's implemented in C++).
2022-08-22Improve C# signal analyzer errorsRaul Santos
Report the specific parameters that are not supported.
2022-08-23C#: Add grouping attributes for properties.Zae
2022-08-22C#: Replace P/Invoke with delegate pointersIgnacio Roldán Etcheverry
- 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>
2022-08-22C#: Use custom project setting for C# project files nameIgnacio Roldán Etcheverry
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.
2022-08-22C#: Re-introduce generic Godot Array and DictionaryIgnacio Roldán Etcheverry
This new version does not support the following type arguments: - Generic types - Array of Godot Object (Godot.Object[]) or derived types The new implementation uses delegate pointers to call the Variant conversion methods. We do type checking only once in the static constructor to get the conversion delegates. Now, we no longer need to do type checking every time, and we no longer have to box value types. This is the best implementation I could come up with, as C# generics don't support anything similar to C++ template specializations.
2022-08-22C#: Array, Dictionary and marshaling refactoringIgnacio Roldán Etcheverry
- Array and Dictionary now store `Variant` instead of `System.Object`. - Removed generic Array and Dictionary. They cause too much issues, heavily relying on reflection and very limited by the lack of a generic specialization. - Removed support for non-Godot collections. Support for them also relied heavily on reflection for marshaling. Support for them will likely be re-introduced in the future, but it will have to rely on source generators instead of reflection. - Reduced our use of reflection. The remaining usages will be moved to source generators soon. The only usage that I'm not sure yet how to replace is dynamic invocation of delegates.
2022-08-22C#: Add dedicated Variant struct, replacing System.ObjectIgnacio Roldán Etcheverry
2022-08-22C#: Add source generator for method listIgnacio Roldán Etcheverry
2022-08-22C#: Add source generator for signals as eventsIgnacio Roldán Etcheverry
Changed the signal declaration signal to: ``` // The following generates a MySignal event [Signal] public delegate void MySignalEventHandler(int param); ```
2022-08-22C#: Re-implement assembly reloading with ALCsIgnacio Roldán Etcheverry
2022-08-22C#: Make GodotSharp API a NuGet packageIgnacio Roldán Etcheverry
In the past, the Godot editor distributed the API assemblies and copied them to project directories for projects to reference them. This changed with the move to .NET 5/6. Godot no longer copies the assemblies to project directories. However, the project Sdk still tried to reference them from the same location. From now on, the GodotSharp API is distributed as a NuGet package, which the Sdk can reference. Added an option to `build_assemblies.py` to copy all Godot NuGet packages to an existing local NuGet source. This will be needed during development, while packages are not published to a remote NuGet repository. This option also makes sure to remove packages of the same version installed (~/.nuget/packages). Very useful during development, when packages change, to make sure the package being used by a project is the same we just built and not one from a previous build. A local NuGet source can be created like this: ``` mkdir ~/MyLocalNuGetSource && \ dotnet nuget add source ~/MyLocalNuGetSource/ -n MyLocalNuGetSource ```
2022-08-22C#: Initial NativeAOT supportIgnacio Roldán Etcheverry
This commit adds initial support for games exported as NativeAOT shared libraries. At this moment, the NativeAOT runtime is experimental. Additionally, Godot is not trim-safe as it still makes some use of reflection. For the time being, a rd.xml file is needed to prevent code triming: ``` <Directives xmlns="http://schemas.microsoft.com/netfx/2013/01/metadata"> <Application> <Assembly Name="GodotSharp" Dynamic="Required All" /> <Assembly Name="GAME_ASSEMBLY" Dynamic="Required All" /> </Application> </Directives> ``` These are the csproj changes for publishing: ``` <PropertyGroup> <NativeLib>Shared</NativeLib> </PropertyGroup> <ItemGroup> <RdXmlFile Include="rd.xml" /> <PackageReference Include="Microsoft.DotNet.ILCompiler" Version="7.0.0-*" /> </ItemGroup> ``` More info: - https://github.com/dotnet/runtimelab/blob/feature/NativeAOT/docs/using-nativeaot/compiling.md - https://github.com/dotnet/runtimelab/tree/feature/NativeAOT/samples/NativeLibrary - https://github.com/dotnet/runtimelab/blob/feature/NativeAOT/docs/using-nativeaot/rd-xml-format.md
2022-08-22C#: Upgrade to .NET 6 (5.0 -> 6.0)Ignacio Roldán Etcheverry
2022-08-22C#: Static marshaling for bindings and source generatorsIgnacio Roldán Etcheverry
Previously, we added source generators for invoking/accessing methods, properties and fields in scripts. This freed us from the overhead of reflection. However, the generated code still used our dynamic marshaling functions, which do runtime type checking and box value types. This commit changes the bindings and source generators to include 'static' marshaling. Based on the types known at compile time, now we generate the appropriate marshaling call for each type.
2022-08-22C#: Add source generator for properties and exports default valuesIgnacio Roldán Etcheverry
The editor no longer needs to create temporary instances to get the default values. The initializer values of the exported properties are still evaluated at runtime. For example, in the following example, `GetInitialValue()` will be called when first looks for default values: ``` [Export] int MyValue = GetInitialValue(); ``` Exporting fields with a non-supported type now results in a compiler error rather than a runtime error when the script is used.
2022-08-22C#/netcore: Add base desktop game export implementationIgnacio Roldán Etcheverry
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.
2022-08-22C#: Ensure native handles are freed after switch to .NET CoreIgnacio Roldán Etcheverry
Finalizers are longer guaranteed to be called on exit now that we switched to .NET Core. This results in native instances leaking. The only solution I can think of so far is to keep a list of all instances alive to dispose when the AssemblyLoadContext.Unloading event is raised.
2022-08-22C#: Add initial implementation of source generator for script membersIgnacio Roldán Etcheverry
This replaces the way we invoke methods and set/get properties. This first iteration rids us of runtime type checking in those cases, as it's now done at compile time. Later it will also stop needing the use of reflection. After that, we will only depend on reflection for generic Godot Array and Dictionary. We're stuck with reflection in generic collections for now as C# doesn't support generic/template specialization. This is only the initial implementation. Further iterations are coming, specially once we switch to the native extension system which completely changes the way members are accessed/invoked. For example, with the native extension system we will likely need to create `UnmanagedCallersOnly` invoke wrapper methods and return function pointers to the engine. Other kind of members, like event signals will be receiving the same treatment in the future.
2022-08-22C#: Code cleanup and greatly reduce use of C# pointersIgnacio Roldán Etcheverry
2022-08-22C#: Begin move to .NET CoreIgnacio Roldán Etcheverry
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.
2022-08-22C#: Restructure code prior move to .NET CoreIgnacio Roldán Etcheverry
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.
2022-08-22C#: Move marshaling logic and generated glue to C#Ignacio Roldán Etcheverry
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.
2022-08-08Avoid paths with invalid characters in `IsRider`Raul Santos
2022-08-04Rename shader parameter uniform setter/getter methods for consistencyHugo Locurcio
`shader_uniform` is now consistenly used across both per-shader and per-instance shader uniform methods. This makes methods easier to find in the class reference when looking for them.
2022-08-01Mono: Fix build after #63737Rémi Verschelde
2022-07-30Add editor_paths.h include missing in mono moduleRaul Santos
2022-07-29Move editor paths into the EditorPaths classAaron Franke
2022-07-25Code quality: Fix header guards consistencyRémi Verschelde
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
2022-07-23Implement Vector4, Vector4i, Projectionreduz
Implement built-in classes Vector4, Vector4i and Projection. * Two versions of Vector4 (float and integer). * A Projection class, which is a 4x4 matrix specialized in projection types. These types have been requested for a long time, but given they were very corner case they were not added before. Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity. **Q**: Why Projection and not Matrix4? **A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-22Rename directory for export templates from templates to export_templatesAaron Franke
2022-07-21Rename OSX to macOS and iPhoneOS to iOS.bruvzg
2022-07-07Merge pull request #62782 from raulsntos/csharp-bitfield-enumsRémi Verschelde
2022-07-07Ensure NuGet.config directory existsRaul Santos
2022-07-06Add C# support for bitfield enums (flags)Raul Santos
2022-07-05Implement a BitField hintreduz
Allows to specify the binder that an enum must be treated as a bitfield.