From 124fbf95f8ef065215e9fcc937a370dbef3196e1 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ignacio=20Rold=C3=A1n=20Etcheverry?= Date: Mon, 3 May 2021 15:21:06 +0200 Subject: 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. --- modules/mono/build_scripts/solution_builder.py | 145 ------------------------- 1 file changed, 145 deletions(-) delete mode 100644 modules/mono/build_scripts/solution_builder.py (limited to 'modules/mono/build_scripts/solution_builder.py') diff --git a/modules/mono/build_scripts/solution_builder.py b/modules/mono/build_scripts/solution_builder.py deleted file mode 100644 index 6a621c3c8b..0000000000 --- a/modules/mono/build_scripts/solution_builder.py +++ /dev/null @@ -1,145 +0,0 @@ -import os - - -verbose = False - - -def find_dotnet_cli(): - import os.path - - if os.name == "nt": - for hint_dir in os.environ["PATH"].split(os.pathsep): - hint_dir = hint_dir.strip('"') - hint_path = os.path.join(hint_dir, "dotnet") - if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK): - return hint_path - if os.path.isfile(hint_path + ".exe") and os.access(hint_path + ".exe", os.X_OK): - return hint_path + ".exe" - else: - for hint_dir in os.environ["PATH"].split(os.pathsep): - hint_dir = hint_dir.strip('"') - hint_path = os.path.join(hint_dir, "dotnet") - if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK): - return hint_path - - -def find_msbuild_unix(): - import os.path - import sys - - hint_dirs = [] - if sys.platform == "darwin": - hint_dirs[:0] = [ - "/Library/Frameworks/Mono.framework/Versions/Current/bin", - "/usr/local/var/homebrew/linked/mono/bin", - ] - - for hint_dir in hint_dirs: - hint_path = os.path.join(hint_dir, "msbuild") - if os.path.isfile(hint_path): - return hint_path - elif os.path.isfile(hint_path + ".exe"): - return hint_path + ".exe" - - for hint_dir in os.environ["PATH"].split(os.pathsep): - hint_dir = hint_dir.strip('"') - hint_path = os.path.join(hint_dir, "msbuild") - if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK): - return hint_path - if os.path.isfile(hint_path + ".exe") and os.access(hint_path + ".exe", os.X_OK): - return hint_path + ".exe" - - return None - - -def find_msbuild_windows(env): - from .mono_reg_utils import find_mono_root_dir, find_msbuild_tools_path_reg - - mono_root = env["mono_prefix"] or find_mono_root_dir(env["bits"]) - - if not mono_root: - raise RuntimeError("Cannot find mono root directory") - - mono_bin_dir = os.path.join(mono_root, "bin") - msbuild_mono = os.path.join(mono_bin_dir, "msbuild.bat") - - msbuild_tools_path = find_msbuild_tools_path_reg() - - if msbuild_tools_path: - return (os.path.join(msbuild_tools_path, "MSBuild.exe"), {}) - - if os.path.isfile(msbuild_mono): - # The (Csc/Vbc/Fsc)ToolExe environment variables are required when - # building with Mono's MSBuild. They must point to the batch files - # in Mono's bin directory to make sure they are executed with Mono. - mono_msbuild_env = { - "CscToolExe": os.path.join(mono_bin_dir, "csc.bat"), - "VbcToolExe": os.path.join(mono_bin_dir, "vbc.bat"), - "FscToolExe": os.path.join(mono_bin_dir, "fsharpc.bat"), - } - return (msbuild_mono, mono_msbuild_env) - - return None - - -def run_command(command, args, env_override=None, name=None): - def cmd_args_to_str(cmd_args): - return " ".join([arg if not " " in arg else '"%s"' % arg for arg in cmd_args]) - - args = [command] + args - - if name is None: - name = os.path.basename(command) - - if verbose: - print("Running '%s': %s" % (name, cmd_args_to_str(args))) - - import subprocess - - try: - if env_override is None: - subprocess.check_call(args) - else: - subprocess.check_call(args, env=env_override) - except subprocess.CalledProcessError as e: - raise RuntimeError("'%s' exited with error code: %s" % (name, e.returncode)) - - -def build_solution(env, solution_path, build_config, extra_msbuild_args=[]): - global verbose - verbose = env["verbose"] - - msbuild_env = os.environ.copy() - - # Needed when running from Developer Command Prompt for VS - if "PLATFORM" in msbuild_env: - del msbuild_env["PLATFORM"] - - msbuild_args = [] - - dotnet_cli = find_dotnet_cli() - - if dotnet_cli: - msbuild_path = dotnet_cli - msbuild_args += ["msbuild"] # `dotnet msbuild` command - else: - # Find MSBuild - if os.name == "nt": - msbuild_info = find_msbuild_windows(env) - if msbuild_info is None: - raise RuntimeError("Cannot find MSBuild executable") - msbuild_path = msbuild_info[0] - msbuild_env.update(msbuild_info[1]) - else: - msbuild_path = find_msbuild_unix() - if msbuild_path is None: - raise RuntimeError("Cannot find MSBuild executable") - - print("MSBuild path: " + msbuild_path) - - # Build solution - - msbuild_args += [solution_path, "/restore", "/t:Build", "/p:Configuration=" + build_config] - msbuild_args += extra_msbuild_args - - run_command(msbuild_path, msbuild_args, env_override=msbuild_env, name="msbuild") -- cgit v1.2.3