C#: Restructure code prior move to .NET Core
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.
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@ -38,11 +38,10 @@
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#include "core/variant/callable.h"
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#include "mono_gc_handle.h"
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#include "mono_gd/gd_mono_method.h"
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class ManagedCallable : public CallableCustom {
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friend class CSharpLanguage;
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void *delegate_handle = nullptr;
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GCHandleIntPtr delegate_handle;
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#ifdef GD_MONO_HOT_RELOAD
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SelfList<ManagedCallable> self_instance = this;
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@ -59,7 +58,7 @@ public:
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ObjectID get_object() const override;
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void call(const Variant **p_arguments, int p_argcount, Variant &r_return_value, Callable::CallError &r_call_error) const override;
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_FORCE_INLINE_ void *get_delegate() const { return delegate_handle; }
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_FORCE_INLINE_ GCHandleIntPtr get_delegate() const { return delegate_handle; }
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static bool compare_equal(const CallableCustom *p_a, const CallableCustom *p_b);
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static bool compare_less(const CallableCustom *p_a, const CallableCustom *p_b);
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@ -69,7 +68,7 @@ public:
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void release_delegate_handle();
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ManagedCallable(void *p_delegate_handle);
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ManagedCallable(GCHandleIntPtr p_delegate_handle);
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~ManagedCallable();
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};
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