Commit Graph

424 Commits

Author SHA1 Message Date
0cd7bb51e9 Merge pull request #96146 from raulsntos/dotnet/resolve-hostfxr-path-from-command-line
C#: Resolve the hostfxr path using dotnet CLI
2025-06-09 12:31:27 -05:00
5a2c033914 C#: Resolve the hostfxr path using dotnet CLI
Instead of trying to get the location of the dotnet CLI from PATH (which is unavailable in some platforms that don't allow reading environment variables), we execute the dotnet CLI to list the available SDKs and find the hostfxr location that way.
2025-06-09 06:35:20 +02:00
25a3c27c41 Merge pull request #105628 from rsanchezsaez/apple/ios-visionos-4.5
Native visionOS platform support
2025-05-20 23:09:07 +02:00
457299449d Introduce 'drivers/apple_embedded' abstract platform for code reuse 2025-05-19 15:37:13 -07:00
2bf7ac76cf Merge pull request #106456 from Repiteo/style/remove-DEBUG_METHODS_ENABLED
Style: Remove redundant `DEBUG_METHODS_ENABLED` macro
2025-05-19 08:01:35 -05:00
d57050c66d Merge pull request #106502 from TCROC/fix-aot-crash
Fix crash on aot unloading
2025-05-19 08:01:26 -05:00
15c684aad9 fix crash on aot unloading 2025-05-16 16:26:40 -04:00
d237e31a89 Style: Remove redundant DEBUG_METHODS_ENABLED
• Replaced with functionally identical and far more ubiquitous `DEBUG_ENABLED`
2025-05-15 13:09:41 -05:00
b941c2d013 [.NET] Add a preload hook to load .NET assemblies from the APK
Avoids using assemblies extracted to a temporary directory in Android.
2025-04-10 21:10:51 +02:00
1cb3cfaa8e Style: Convert namespaces to PascalCase 2025-03-23 19:10:24 -05:00
f09ee0171a Style: Begin integrating simple .clangd fixes 2025-03-22 13:24:35 -05:00
324512e11c Style: Replace header guards with #pragma once 2025-03-07 17:33:47 -06:00
0c8f4f3d91 Merge pull request #97908 from atlasapplications/just-linux-bionic
Add `linux-bionic` RID export option
2025-03-07 15:12:32 -06:00
c937b6d180 Merge pull request #102419 from Ivorforce/std-size
Use `std::size` instead of `sizeof(a) / sizeof(a[0])` pattern throughout the codebase.
2025-03-07 15:12:25 -06:00
d9125ebebe Merge pull request #101293 from Ivorforce/string-to-pointer-conversion
Remove implicit conversions from `String`, `Char16String` and `CharString` to data pointers.
2025-03-07 15:12:12 -06:00
e34f1f504c Use std::size instead of sizeof(a) / sizeof(a[0]) pattern throughout the codebase. 2025-02-07 14:57:48 +01:00
318af42020 Include more attributes in the global class names cache 2025-01-29 09:39:50 +01:00
8a4bc9881f Add linux-bionic RID Export Option
Adds an export option to enable the linux-bionic RID so Android can export with NativeAOT enabled.
2025-01-28 12:54:10 -05:00
512abc38b2 Remove implicit conversions from String, Char16String and CharString to data pointers. Make conversions to StrRange implicit to aid transition. 2025-01-17 17:31:58 +01:00
63960e1ed6 [.NET] Update required .NET SDK version in error messages
Also, replaces the download URL with a shorter one since links are not clickable so I thought it'd be more convenient.
2024-12-20 21:57:38 +01:00
c92a6c7e27 CI: Update clang-format pre-commit hook to 19.1.0 2024-09-26 11:46:12 +02:00
5860ec553d C#: Use char * with CoreCLR/MonoVM APIs 2024-09-17 17:51:17 +02:00
0aa46e19c5 C#: Fallback to CoreCLR/MonoVM hosting APIs when hostfxr/NativeAOT fails
Some platforms don't support hostfxr but we can use the coreclr/monosgen library directly to initialize the runtime.

Android exports now use the `android` runtime identifier instead of `linux-bionic`, this removes the restrictions we previously had:
- Adds support for all Android architectures (arm32, arm64, x32, and x64), previously only the 64-bit architectures were supported.
- Loads `System.Security.Cryptography.Native.Android` (the .NET library that binds to the Android OS crypto functions).
2024-09-16 17:07:03 +02:00
aff2e47bff [C#] Unexpose GodotSharp
This class seems to have been exposed accidentally, and breaks
documentation on non-mono builds, requiring hacks
2024-05-04 14:09:42 +02:00
bf558adcdd [.NET] Disable output embedding on macOS, move it to the advanced options on other platforms. 2024-04-09 17:47:39 +03:00
59bcc2888c Add methods to get argument count of methods
Added to:
* `Callable`s
* `Object`s
* `ClassDB`
* `Script(Instance)`s
2024-03-10 11:02:43 +01:00
5815d1c8c8 Improve handling of generic C# types
- Create CSharpScript for generic C# types.
  - `ScriptPathAttributeGenerator` registers the path for the generic type definition.
  - `ScriptManagerBridge` lookup uses the generic type definition that was registered by the generator.
  - Constructed generic types use a virtual `csharp://` path so they can be registered in the map and loaded as if there was a different file for each constructed type, even though they all share the same real path.
  - This allows getting the base type for a C# type that derives from a generic type.
- Shows base scripts in the _Add Node_ and _Create Resource_ dialogs even when they are generic types.
  - `get_global_class_name` implementation was moved to C# and now always returns the base type even if the script is not a global class (this behavior matches GDScript).
- Create `CSharpScript::TypeInfo` struct to hold all the type information about the C# type that corresponds to the `CSharpScript`, and use it as the parameter in `UpdateScriptClassInfo` to avoid adding more parameters.
2024-02-08 18:31:13 +01:00
736696b533 Merge pull request #87679 from raulsntos/dotnet/remove-unused
C#: Remove unused code
2024-01-30 17:48:07 +01:00
82380ec700 C#: Remove unused code
- Remove `AotBuilder` that was used for MonoAOT in 3.x.
- Remove `PlaySettings` that was used for IDE support in 3.x.
- Remove `ApiAssembliesInfo` that was used for Project generation in 3.x.
- Remove pieces of the old iOS support from 3.x.
2024-01-28 16:09:59 +01:00
Zae
e868a9f577 C#: Fix not assigning runtime_initialized when initializing with AOT. 2024-01-26 05:44:40 +08:00
a92511fec3 [iOS] Fix dotnet export. 2023-11-16 15:05:44 +02:00
6afd320984 Merge pull request #78157 from RedworkDE/net-shutting-down-abruptly
C#: Fix crash with `DisposablesTracker_OnGodotShuttingDown`
2023-10-31 20:52:27 +01:00
be1dfd3b3a C#: Allow exporting games without C#
When exporting a game that contains a C# solution, a feature is added so the exported game can check if it should initialize the .NET module. Otherwise, the module initialization is skipped so games without C# won't check for the assemblies and won't show alerts when they're missing.
2023-10-16 05:07:11 +02:00
ee9a735c26 Add C# iOS support
This support is experimental and requires .NET 8

Known issues:
- Requires macOS due to use of lipo and xcodebuild
- arm64 simulator templates are not currently included
  in the official packaging
2023-10-09 18:22:56 +02:00
517e9f8aef [Modules] Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable 2023-09-26 16:44:52 +02:00
d759f91f8d Merge pull request #81101 from 398utubzyt/dotnet/abstract-class-support
C#: Add abstract class support
2023-09-25 17:18:05 +02:00
Zae
67e1373e5a C#: make C# static methods accessible. 2023-09-20 22:49:33 +08:00
2df37a237a C#: Abstract script class support 2023-09-15 20:35:25 -07:00
ef0e279fbb Show alert if .NET assemblies dir does not exist 2023-08-03 13:52:13 +02:00
7c456d2d0d C#: Remove old and unused android support code for mono 2023-06-28 22:34:14 +02:00
e0f644a48d C#: Fix editor integration breaking and causing error spam when reloading assemblies fails
- Do not reload scripts from non-collectible assemblies
- Do not load GodotTools as collectible
- Do not attempt to reload the same project assembly forever
2023-06-21 12:47:52 +02:00
25b2f1780a Style: Harmonize header includes in modules
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:

Includes from the platform port or module ("local" includes) should be listed
first in their own block using relative paths, before Godot's "core" includes
which use "absolute" (project folder relative) paths, and finally thirdparty
includes.

Includes in `#ifdef`s come after their relevant section, i.e. the overall
structure is:

- Local includes
  * Conditional local includes
- Core includes
  * Conditional core includes
- Thirdparty includes
  * Conditional thirdparty includes
2023-06-15 14:35:45 +02:00
92f13ba9ea C#: Unify project name handling and fix issues with the handling of some special characters
Co-authored-by: Raul Santos <raulsntos@gmail.com>
2023-06-14 21:07:58 +02:00
d515fcc47a C#: Fix crash with DisposablesTracker_OnGodotShuttingDown 2023-06-13 07:49:21 +02:00
a1f454fee3 C#: Add global class support
Co-authored-by: willnationsdev <willnationsdev@gmail.com>
2023-05-29 19:04:02 +02:00
1cfc382fe8 C#: Mostly fix hash of ManagedCallable
The hash can still change when reloading assemblies but in all other
cases the result should be correct.
2023-05-18 13:44:36 +02:00
6b050a3502 C#: Fix editor crashing without a message when .NET is not installed 2023-02-23 13:52:45 +01:00
6f0e210093 Refactor ProjectSetting overrides
* Overrides no longer happen for set/get.
* They must be checked with a new function: `ProjectSettings::get_setting_with_override()`.
* GLOBAL_DEF/GLOBAL_GET updated to use this

This change solves many problems:
* General confusion about getting the actual or overriden setting.
* Feature tags available after settings are loaded were being ignored, they are now considered.
* Hacks required for the Project Settings editor to work.

Fixes #64100. Fixes #64014. Fixes #61908.
2023-01-13 15:13:56 +01:00
d95794ec8a One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
282bd37e5c C#: Remove need for reflection to invoking callable delegates
We aim to make the C# API reflection-free, mainly for concerns about
performance, and to be able to target NativeAOT in refletion-free mode,
which reduces the binary size.

One of the main usages of reflection still left was the dynamic
invokation of callable delegates, and for some time I wasn't sure
I would find an alternative solution that I'd be happy with.

The new solution uses trampoline functions to invoke the delegates:

```
static void Trampoline(object delegateObj, NativeVariantPtrArgs args, out godot_variant ret)
{
    if (args.Count != 1)
        throw new ArgumentException($"Callable expected 1 arguments but received {args.Count}.");

    string res = ((Func<int, string>)delegateObj)(
        VariantConversionCallbacks.GetToManagedCallback<int>()(args[0])
    );

    ret = VariantConversionCallbacks.GetToVariantCallback<string>()(res);
}

Callable.CreateWithUnsafeTrampoline((int num) => "Foo" + num, &Trampoline);
```

Of course, this is too much boilerplate for user code. To improve this,
the `Callable.From` methods were added. These are overloads that take
`Action` and `Func` delegates, which covers the most common use cases:
lambdas and method groups:

```
// Lambda
Callable.From((int num) => "Foo" + num);

// Method group
string AppendNum(int num) => "Foo" + num;
Callable.From(AppendNum);
```

Unfortunately, due to limitations in the C# language, implicit
conversions from delegates to `Callable` are not supported.

`Callable.From` does not support custom delegates. These should be
uncommon, but the Godot C# API actually uses them for event signals.
As such, the bindings generator was updated to generate trampoline
functions for event signals. It was also optimized to use `Action`
instead of a custom delegate for parameterless signals, which removes
the need for the trampoline functions for those signals.

The change to reflection-free invokation removes one of the last needs
for `ConvertVariantToManagedObjectOfType`. The only remaining usage is
from calling script constructors with parameters from the engine
(`CreateManagedForGodotObjectScriptInstance`). Once that one is made
reflection-free, `ConvertVariantToManagedObjectOfType` can be removed.
2022-10-30 01:24:15 +02:00