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path: root/modules/mono/mono_gd/gd_mono.cpp
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2020-05-14Style: Enforce separation line between function definitionsRémi Verschelde
I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-05-09C#: Rewrite GodotTools messaging protocolIgnacio Etcheverry
2020-05-09C#/Mono: Check assembly version when loadingIgnacio Etcheverry
Not sure if we should check revision too, but this is good enough for what we want. This will be needed to load the correct Microsoft.Build when we switch to the nuget version.
2020-04-23Mono/C#: Fix assemblies being reloaded a second time unnecesarilyIgnacio Etcheverry
2020-04-22Mono/C#: Allow debugging exported gamesIgnacio Etcheverry
- Include PDB files in exported games. - Release export templates also allow debugging now. Right now the only way to enable debugging in exported games is with the environment variables, which may be cumbersome or not even possible on some platforms.
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-31Mono/C#: Add iOS supportIgnacio Etcheverry
Right now, games only work on devices when exported with FullAOT+Interpreter. There are some issues left that need to addressed for FullAOT alone. Right now, it's giving issues with the Godot.NativeCalls static constructor.
2020-03-08Refactor ScriptDebugger.Fabio Alessandrelli
EngineDebugger is the new interface to access the debugger. It tries to be as agnostic as possible on the data that various subsystems can expose. It allows 2 types of interactions: - Profilers: A subsystem can register a profiler, assigning it a unique name. That name can be used to activate the profiler or add data to it. The registered profiler can be composed of up to 3 functions: - Toggle: called when the profiler is activated/deactivated. - Add: called whenever data is added to the debugger (via `EngineDebugger::profiler_add_frame_data`) - Tick: called every frame (during idle), receives frame times. - Captures: (Only relevant in remote debugger for now) A subsystem can register a capture, assigning it a unique name. When receiving a message, the remote debugger will check if it starts with `[prefix]:` and call the associated capture with name `prefix`. Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new profiler system. Port SceneDebugger and RemoteDebugger to the new capture system. The LocalDebugger also uses the new profiler system for scripts profiling.
2020-02-05Remove duplicate WARN_PRINT macro.Marcel Admiraal
2020-02-05Remove duplicate ERR_PRINT macro.Marcel Admiraal
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-12-19Mono/C#: Remove hard-coded debugger wait at initializationIgnacio Etcheverry
Up until now debug builds would always wait up to 500 ms during initialization to give time for debuggers to attach to the game. We no longer want this as it increases startup time unnecesarily. The way forward is to setup the debugger agent as client instead of server. This way it's the game that connect to the debugger, not the other way around. If server mode is still desired, suspend=y can be used to indefinitely wait for the debugger to attach. This all can be specified with the environment variable 'GODOT_MONO_DEBUGGER_AGENT' when launching the game.
2019-12-16Merge pull request #34382 from van800/profilerRémi Verschelde
Allow attaching any external profiler, including JetBrains dotTrace
2019-12-16Allow attaching any external profiler, including JetBrains dotTraceIvan Shakhov
2019-12-16Mono: Enable threads suspend workaround on WindowsRémi Verschelde
This appears to be necessary for current official builds cross-compiled with MinGW from Linux, using Mono 6.6.0.160. Follow-up to #31784, see #29812 for details.
2019-12-04Mono/C#: Several android fixesIgnacio Etcheverry
- Added correct config file for android dllmaps. - Fix __Internal DllImports with a dlopen fallback. - Add missing P/Invoke functions and internal calls expected by the monodroid BCL and our custom version of the 'Android.Runtime.AndroidEnvironment' class (this last one can be found in the godot-mono-builds repo). - Make sure to set 'btls' instead of 'legacy' as the default TLS provider on Android.
2019-11-29Mono/C#: Add option to export assemblies outside of PCKIgnacio Etcheverry
When using this options, assemblies will be saved in the Assemblies folder of the data directory: 'data_AppName/Assemblies/'.
2019-11-13Mono/C#: WebAssembly supportIgnacio Etcheverry
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.