summaryrefslogtreecommitdiff
path: root/modules/mono/mono_gd/gd_mono.cpp
AgeCommit message (Collapse)Author
2019-10-12C#: Fix regression from #32732 caused a crash on domain reloadIgnacio Etcheverry
2019-10-11Mono: Fix template build after #32732Rémi Verschelde
2019-10-11C#: Fix detection of outdated release Godot API assembliesIgnacio Etcheverry
2019-09-28Merge pull request #32401 from neikeq/Kisaama!Ignacio Roldán Etcheverry
Mono: Don't compare API hashes on release builds
2019-09-28Mono: Don't compare API hashes on release buildsIgnacio Etcheverry
API hashes cannot be calculated on release builds, as bindings information is lacking. Therefore, we should not be comparing it with the generated glue hash as they will never match.
2019-09-26Merge pull request #32353 from neikeq/yameroRémi Verschelde
Mono: Improve API assembly load error message on exported games
2019-09-25Mono: Improve API assembly load error message on exported gamesIgnacio Etcheverry
2019-09-25Mono: Don't use project settings for debugger agent on exported gamesIgnacio Etcheverry
2019-09-20C#: Make sure cs_glue_version is present when building export templatesIgnacio Etcheverry
2019-08-30Mono: Force preemptive thread suspend mode as a temporary workaroundIgnacio Etcheverry
2019-08-26Fix 'android_mono_config.gen.cpp' not compiled first time it's generatedIgnacio Etcheverry
2019-08-14Merge pull request #31347 from neikeq/monodevelop-addinRémi Verschelde
C#: Add Ide Connection library and server for the editor
2019-08-09Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'modules/mono'Ignacio Etcheverry
And 'CRASH_*_MSG' as well. Also make error messages puntuation and quotation more consistent.
2019-08-04C#: Add Ide Connection library and server for the editorIgnacio Etcheverry
This will be used for communicating between the Godot editor and external IDEs/editors, for things like opening files, triggering hot-reload and running the game with a debugger attached.
2019-07-25Mono: Don't try to update project assemblies from project managerIgnacio Etcheverry
Previously, when running the project manager, we would try to load the API assemblies from the project and fail because we were not editing any project. This would make us try to copy the prebuilt API assemblies to the project. Since there is no project, it would try to copy them to the executable location. This would fail if Godot doesn't have permissions to write to that location. This commit fixes that by instead trying to load the prebuilt API assemblies in the first place, if running the project manager.
2019-07-24Mono: Add option to keep running after unhandled exceptionsIgnacio Etcheverry
By default, an unhandled exception will cause the application to be terminated; but the project setting `mono/unhandled_exception_policy` was added to change this behaviour. The editor is hard-coded to never terminate because of unhandled exceptions, as that would make writing editor plugins a painful task, and we cannot kill the editor because of a mistake in a thirdparty plugin.
2019-07-22Mono: Fix editor API assembly not being updatedIgnacio Etcheverry
If both the core and editor API assemblies are missing or out of sync, Godot will only update the former and then abort when trying to load them again because the latter was not updated. Godot will update it correctly the next time it's started, but this should not be needed and it should work the first time. This commit fixes that.
2019-07-20Fix mono module build errors for release templatesIgnacio Etcheverry
2019-07-14Mono: Better handling of missing/outdated API assembliesIgnacio Etcheverry
Remove the old API assembly invalidation system. It's pretty simple since now the editor has a hard dependency on the API assemblies and SCons takes care of prebuilding them. If we fail to load a project's API assembly because it was either missing or outdated, we just copy the prebuilt assemblies to the project and try again. We also do this when creating the solution and before building, just in case the user removed them from the disk after they were loaded. This way the API assemblies will be always loaded successfully. If they are not, it's a bug. Also fixed: - EditorDef was behaving like GlobalDef in GodotTools. - NullReferenceException because we can't serialize System.WeakReference yet. Use Godot.WeakRef in the mean time.
2019-07-08Mono: Fix build errors with tools=noIgnacio Etcheverry
2019-07-08Fix --generate-mono-glue bug when directory doesn't existIgnacio Etcheverry
DirAccess::get_full_path(path) only works if the path exists. Implement our own abspath function.
2019-07-05Re-write mono module editor code in C#Ignacio Etcheverry
Make the build system automatically build the C# Api assemblies to be shipped with the editor. Make the editor, editor player and debug export templates use Api assemblies built with debug symbols. Always run MSBuild to build the editor tools and Api assemblies when building Godot. Several bugs fixed related to assembly hot reloading and restoring state. Fix StringExtensions internal calls not being registered correctly, resulting in MissingMethodException.
2019-07-03Mono: Android build and shared libraries fixesIgnacio Etcheverry
Fix location of Mono's shared libraries. Fix build failing if the directory 'platform/android/java/libs/{target}/{abi}' doesn't exist.
2019-06-03Android build and export for the mono moduleIgnacio Etcheverry
2019-04-26Mono: Lazily load scripts metadata fileIgnacio Etcheverry
- Only load the scripts metadata file when it's really needed. This way we avoid false errors, when there is no C# project, about missing scripts metadata file.
2019-04-18Mono: Use exit(status) instead of abort() in exception hookIgnacio Etcheverry
2019-04-05Replace a few #if/#elif with #ifdef and "#elif defined"Ignacio Etcheverry
2019-03-10Mono: Some assembly referencing changes and cleanupIgnacio Etcheverry
Apparently we don't need to call mono_debug_close_image ourselves and we can call mono_image_close right away as it's not our duty to keep that reference.
2019-03-09Mono: Fix assemblies path String incorrectly constructed from utf8Ignacio Etcheverry
Also fixed a wrong ifdef that was causing Mono to never be initialized if mscorlib was not found (which was the case with the utf8 assemblies path bug this commit fixes). This condition was meant for exported projects only, not for the editor only.
2019-03-08Merge pull request #26746 from shartte/godot-trace-listenerIgnacio Roldán Etcheverry
Add a custom TraceListener on Startup for Mono
2019-03-07Added a Godot TraceListener, which is automatically installed on startup. ↵Sebastian Hartte
Fixes that Debug/Trace Assertions are simply swallowed by Godot.
2019-03-07Mono: Fix crash when re-using script binding after domain reloadingIgnacio Etcheverry
2019-03-04Merge pull request #26591 from neikeq/oiRémi Verschelde
Mono: Add option to print MSBuild output and improve out of sync error
2019-03-04Mono: Add option to print MSBuild output and improve out of sync errorIgnacio Etcheverry
2019-03-02Add mono log profiler supportCarter Anderson
2019-02-27Fix -Wsign-compare warnings.marxin
I decided to modify code in a defensive way. Ideally functions like size() or length() should return an unsigned type.
2019-02-15Don't print 'Cannot find Mono in the registry' if bundled with GodotIgnacio Etcheverry
Closes #24753
2019-02-15Mono: Fix export template build errorsIgnacio Etcheverry
Fixes #25903
2019-02-10Do not initialize Mono if 'res://.mono/' and mscorlib are missingIgnacio Etcheverry
This is needed to avoid aborting due to missing mscorlib for projects that do not use C#. If 'res://.mono/' exists, then we assume the project uses C#, in which case a missing mscorlib should still abort.
2019-02-03Mono: Fix default debugger agent argument never being usedIgnacio Etcheverry
2019-02-03Mono: Fix MonoPosixHelper not being foundIgnacio Etcheverry
2019-02-03Mono: CleanupIgnacio Etcheverry
2019-01-22Mono: Fix hot reload build errors and cleanupIgnacio Etcheverry
2019-01-21Mono: Add assembly reloading to running gamesIgnacio Etcheverry
Add environment variable to specify a custom --debugger-agent for mono.
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-11-08Improve the C# API projects generationIgnacio Etcheverry
- Now there is only one solution that contains both GodotSharp and GodotSharpEditor project. Previously we had one solution for each project - GodotSharpEditor reference GodotShatp with a 'ProjectReference'. Previously it was a 'Reference' to the assembly - This also simplifies the command line option to generate this solution: 'godot --generate-cs-api <OutputDir>'
2018-10-25Merge pull request #23162 from neikeq/ccIgnacio Etcheverry
Proper support for namespaces and other enhancement/fixes
2018-10-25Parse C# script namespace and classIgnacio Etcheverry
- Added a very simple parser that can extract the namespace and class name of a C# script.
2018-10-22Fix internal assembly load fromIgnacio Etcheverry
- Also make sure we load API assemblies from 'res://.mono/assemblies/'.
2018-10-21Removed undeclared and unused variable, which caused a compile errorMads Ynddal