Merge pull request #60128 from jiq4449/master
Added documentation comments to the .NET library
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commit
296c8b74f2
12 changed files with 89 additions and 0 deletions
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@ -2,17 +2,27 @@ using System;
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namespace Godot
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{
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/// <summary>
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/// An attribute that determines if an assembly has scripts. If so, what types of scripts the assembly has.
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/// </summary>
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[AttributeUsage(AttributeTargets.Assembly)]
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public class AssemblyHasScriptsAttribute : Attribute
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{
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private readonly bool requiresLookup;
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private readonly System.Type[] scriptTypes;
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/// <summary>
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/// Constructs a new AssemblyHasScriptsAttribute instance.
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/// </summary>
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public AssemblyHasScriptsAttribute()
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{
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requiresLookup = true;
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}
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/// <summary>
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/// Constructs a new AssemblyHasScriptsAttribute instance.
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/// </summary>
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/// <param name="scriptTypes">The specified type(s) of scripts.</param>
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public AssemblyHasScriptsAttribute(System.Type[] scriptTypes)
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{
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requiresLookup = false;
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@ -2,6 +2,9 @@ using System;
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namespace Godot
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{
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/// <summary>
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/// An attribute that disables Godot Generators.
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/// </summary>
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[AttributeUsage(AttributeTargets.Class)]
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public class DisableGodotGeneratorsAttribute : Attribute { }
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}
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@ -2,12 +2,20 @@ using System;
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namespace Godot
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{
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/// <summary>
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/// An attribute used to export objects.
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/// </summary>
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[AttributeUsage(AttributeTargets.Field | AttributeTargets.Property)]
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public class ExportAttribute : Attribute
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{
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private PropertyHint hint;
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private string hintString;
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/// <summary>
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/// Constructs a new ExportAttribute Instance.
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/// </summary>
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/// <param name="hint">A hint to the exported object.</param>
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/// <param name="hintString">A string representing the exported object.</param>
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public ExportAttribute(PropertyHint hint = PropertyHint.None, string hintString = "")
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{
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this.hint = hint;
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@ -2,6 +2,9 @@ using System;
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namespace Godot
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{
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/// <summary>
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/// An attribute for a method.
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/// </summary>
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[AttributeUsage(AttributeTargets.Method)]
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internal class GodotMethodAttribute : Attribute
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{
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@ -9,6 +12,10 @@ namespace Godot
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public string MethodName { get { return methodName; } }
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/// <summary>
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/// Constructs a new GodotMethodAttribute instance.
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/// </summary>
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/// <param name="methodName">The name of the method.</param>
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public GodotMethodAttribute(string methodName)
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{
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this.methodName = methodName;
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@ -2,9 +2,15 @@ using System;
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namespace Godot
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{
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/// <summary>
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/// Constructs a new AnyPeerAttribute instance. Members with the AnyPeerAttribute are given authority over their own player.
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/// </summary>
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[AttributeUsage(AttributeTargets.Method)]
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public class AnyPeerAttribute : Attribute { }
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/// <summary>
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/// Constructs a new AuthorityAttribute instance. Members with the AuthorityAttribute are given authority over the game.
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/// </summary>
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[AttributeUsage(AttributeTargets.Method)]
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public class AuthorityAttribute : Attribute { }
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}
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@ -2,11 +2,18 @@ using System;
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namespace Godot
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{
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/// <summary>
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/// An attribute that contains the path to the object's script.
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/// </summary>
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[AttributeUsage(AttributeTargets.Class, AllowMultiple = true)]
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public class ScriptPathAttribute : Attribute
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{
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private string path;
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/// <summary>
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/// Constructs a new ScriptPathAttribute instance.
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/// </summary>
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/// <param name="path">The file path to the script</param>
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public ScriptPathAttribute(string path)
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{
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this.path = path;
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@ -4,9 +4,16 @@ namespace Godot
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{
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public static class Dispatcher
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{
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/// <summary>
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/// Implements an external instance of GodotTaskScheduler.
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/// </summary>
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/// <returns>A GodotTaskScheduler instance.</returns>
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[MethodImpl(MethodImplOptions.InternalCall)]
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private static extern GodotTaskScheduler godot_icall_DefaultGodotTaskScheduler();
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/// <summary>
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/// Initializes the synchronization context as the context of the GodotTaskScheduler.
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/// </summary>
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public static GodotSynchronizationContext SynchronizationContext =>
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godot_icall_DefaultGodotTaskScheduler().Context;
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}
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@ -14,6 +14,9 @@ namespace Godot
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_queue.Add(new KeyValuePair<SendOrPostCallback, object>(d, state));
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}
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/// <summary>
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/// Calls the Key method on each workItem object in the _queue to activate their callbacks.
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/// </summary>
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public void ExecutePendingContinuations()
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{
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while (_queue.TryTake(out var workItem))
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@ -6,11 +6,25 @@ using System.Threading.Tasks;
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namespace Godot
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{
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/// <summary>
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/// GodotTaskScheduler contains a linked list of tasks to perform as a queue. Methods
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/// within the class are used to control the queue and perform the contained tasks.
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/// </summary>
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public class GodotTaskScheduler : TaskScheduler
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{
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/// <summary>
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/// The current synchronization context.
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/// </summary>
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internal GodotSynchronizationContext Context { get; }
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/// <summary>
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/// The queue of tasks for the task scheduler.
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/// </summary>
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private readonly LinkedList<Task> _tasks = new LinkedList<Task>();
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/// <summary>
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/// Constructs a new GodotTaskScheduler instance.
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/// </summary>
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public GodotTaskScheduler()
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{
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Context = new GodotSynchronizationContext();
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@ -53,12 +67,19 @@ namespace Godot
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}
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}
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/// <summary>
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/// Executes all queued tasks and pending tasks from the current context.
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/// </summary>
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public void Activate()
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{
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ExecuteQueuedTasks();
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Context.ExecutePendingContinuations();
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}
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/// <summary>
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/// Loops through and attempts to execute each task in _tasks.
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/// </summary>
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/// <exception cref="InvalidOperationException"></exception>
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private void ExecuteQueuedTasks()
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{
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while (true)
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@ -1,10 +1,17 @@
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namespace Godot
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{
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/// <summary>
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/// An interface that requires a GetAwaiter() method to get a reference to the Awaiter.
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/// </summary>
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public interface IAwaitable
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{
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IAwaiter GetAwaiter();
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}
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/// <summary>
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/// A templated interface that requires a GetAwaiter() method to get a reference to the Awaiter.
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/// </summary>
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/// <typeparam name="TResult">A reference to the result to be passed out.</typeparam>
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public interface IAwaitable<out TResult>
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{
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IAwaiter<TResult> GetAwaiter();
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@ -2,6 +2,9 @@ using System.Runtime.CompilerServices;
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namespace Godot
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{
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/// <summary>
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/// An interface that requires a boolean for completion status and a method that gets the result of completion.
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/// </summary>
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public interface IAwaiter : INotifyCompletion
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{
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bool IsCompleted { get; }
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void GetResult();
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}
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/// <summary>
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/// A templated interface that requires a boolean for completion status and a method that gets the result of completion and returns it.
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/// </summary>
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/// <typeparam name="TResult">A reference to the result to be passed out.</typeparam>
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public interface IAwaiter<out TResult> : INotifyCompletion
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{
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bool IsCompleted { get; }
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@ -1,5 +1,8 @@
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namespace Godot
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{
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/// <summary>
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/// An interface that requires methods for before and after serialization.
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/// </summary>
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public interface ISerializationListener
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{
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void OnBeforeSerialize();
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