- Replaced `MD5Buffer`, `MD5Text`, `SHA256Buffer` and `SHA256Text` implementation to use the `System.Security.Cryptography` classes and avoid marshaling.
- Added `SHA1Buffer` and `SHA1Text`.
- Renamed `ToUTF8` to `ToUTF8Buffer`.
- Renamed `ToAscii` to `ToASCIIBuffer`.
- Added `ToUTF16Buffer` and `ToUTF32Buffer`.
- Added `GetStringFromUTF16` and `GetStringFromUTF32`.
- Renamed `IsValidInteger` to `IsValidInt`.
- Added `IsValidFileName`.
- Added `IsValidHexNumber`.
- Added support for IPv6 to `IsValidIPAddress`.
- Added `ValidateNodeName`.
- Updated the documentation of the `IsValid*` methods.
- Moved `GetBaseName` to keep methods alphabetically sorted.
- Removed `Length`, users should just use the Length property.
- Removed `Insert`, string already has a method with the same signature that takes precedence.
- Removed `Erase`.
- Removed `ToLower` and `ToUpper`, string already has methods with the same signature that take precedence.
- Removed `FindLast` in favor of `RFind`.
- Replaced `RFind` and `RFindN` implemenation with a ca ll to `string.LastIndexOf` to avoid marshaling.
- Added `LPad` and `RPad`.
- Added `StripEscapes`.
- Replaced `LStrip` and `RStrip` implementation with a call to `string.TrimStart` and `string.TrimEnd`.
- Added `TrimPrefix` and `TrimSuffix`.
- Renamed `OrdAt` to `UnicodeAt`.
- Added `CountN` and move the `caseSensitive` parameter of `Count` to the end.
- Added `Indent` and `Dedent`.
Embree initially only supported x86_64, then got arm64 support added.
Now it seems to be possible to build it with Emscripten (wasm32) and
on x86_32 Windows.
These callbacks are used for marshaling by callables and generic Godot
collections.
C# generics don't support specialization the way C++ templates do.
I knew NativeAOT could optimize away many type checks when the types
are known at compile time, but I didn't trust the JIT would do as good
a job, so I initially went with cached function pointers.
Well, it turns out the JIT is also very good at optimizing in this
scenario, so I'm changing the methods to do the conversion directly,
rather than returning a function pointer for the conversion.
The methods were moved to `VariantUtils`, and were renamed from
`GetFromVariantCallback/GetToVariantCallback` to `ConvertTo/CreateFrom`.
The new implementation looks like it goes through many `if` checks
at runtime to find the right branch for the type, but in practice it
works pretty much like template specialization. The JIT only generates
code for the relevant branch. Together with inlining, the result is
very close or the same as doing the conversion manually:
```cs
godot_variant variant;
int foo = variant.Int;
int bar = VariantUtils.ConvertTo<int>(variant);
```
If the type is a generic Godot collection, the conversion still goes
through a function pointer call.
The new code happens to be much shorter as well, with the file going
from 1057 lines to 407.
Side note: `Variant.cs` was mistakenly created in the wrong folder,
so I moved it to the `Core` folder.
This happens too often with normal usage of the API.
The warning can still be useful to find actual bugs where discarding the return
value wasn't intentional, but this should stay enabled manually, at least until
we either improve the API to remove false positives, or improve the warning (e.g.
to only warn about unused return value on const functions).
changed RETURN_VALUE_DISCARDED GDscript warning text to mention how the return value of a function is discarded; update GDScript parser warning test to include new warning text.
Adds a OfflineMultiplayerPeer class which behaves like a server with no
connected peers.
Use OfflineMultiplayerPeer as default for SceneMultiplayer.
This means that the SceneTree will act as the multiplayer authority by
default.
Calls to is_server will return true, and calls to get_unique_id will
return TARGET_PEER_SERVER.
Implemented using MultiplayerSynchronizers.
If you didn't use the synchronizer visibility features, nothing changes.
If you were using visibility, RPCs to broadcast should now behave as
expected in most configurations (i.e. by sending the RPC to _visible_
peers).
If you want to limit the visibility of RPCs for a node, add a
synchronizer for it, and configure the visibility via
"set_visibility_for" or by adding a visibility filter.
Fix RPC profiler and add average RPC size.
Improve bandwidth debugger to account for all multiplayer traffic
(excluding the lower level peer transformations).
The Zipfile Reference should be set to `NULL` when the `ZIPPacker` is closed not when a file in it is closed.
When calling `ZIPPacker.close` without this nothing happens because `zf` is `NULL`. (7zip could still extract the file but warned about unexpected end of file.)
Updates to volk, vulkan headers, `vk_enum_string_helper.h`, glslang,
spirv-reflect.
No update to VMA which still has 3.0.1 as it's last tagged release.
- Removed empty paragraphs in XML.
- Consistently use bold style for "Example:", on a new line.
- Fix usage of `[code]` when hyperlinks could be used (`[member]`, `[constant]`).
- Fix invalid usage of backticks for inline code in BBCode.
- Fix some American/British English spelling inconsistencies.
- Other minor fixes spotted along the way, including typo fixes with codespell.
- Don't specify `@GlobalScope` for `enum` and `constant`.
Add few methods to allow peers to exchange authentication information.
- `set_auth_callback(callback)`: Enable the authentication features.
The callback is a `Callable` that accepts an `int` (the peer ID), and
a `PackedByteArray` of data.
- The `peer_authenticating(id)` signal will be emitted instead of
`peer_connected` when a new peer connects.
- Use `send_auth(id: int, data: PackedByteArray)` to exchange data.
- Call `complete_auth(id: int)` when the authentication process is
complete and you expect to start receiving game data.
- The `peer_connected` signal will be emitted as soon as both parties
complete the authentication.
- Use `disconnect_peer(id)` to disconnect a connected peer.
- If the `peer_connected` signal didn't fire for that peer (i.e. it was
still in the authentication phase), the `peer_auth_failed` signal will
be emitted instead of `peer_disconnected`.
This check was removed because it introduces a bug which prevents
ZIPPacker from actually adding any files, since it must be opened before
adding any files (and therefore shouldn't be NULL at the start of
`start_file`).
This allows using generic Godot collections as type arguments for other
generic Godot collections. This also allows generic Godot collections
as parameter or return type in dynamic Callable invocations.
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.
MultiplayerPeer changes:
- Adds is_server_relay_supported virtual method
Informs the upper MultiplayerAPI layer if it can signal peers connected
to the server to other clients, and perform packet relaying among them.
- Adds get_packet_channel and get_packet_mode virtual methods
Allows the MultiplayerAPI to retrieve the channel and transfer modes to
use when relaying the last received packet.
SceneMultiplayerPeer changes:
- Implement peer signaling and packet relaying when the MultiplayerPeer
advertise they are supported.
ENet, WebRTC, WebSocket changes:
- Removed custom code for relaying from WebSocket and ENet, and let it
be handled by the upper layer.
- Update WebRTC to split create_client, create_server, and create_mesh,
with the latter behaving like the old initialize with
"server_compatibility = false", and the first two supporting the upper
layer relaying protocol.
- Made use of [param] more frequently,
- Link to other classes' documentation more often, improve the examples.
- Made the writing style closer to how the rest of the documentation is formatted.
- Ensure these are called "functions", not "methods".
- Add [b]Warning:[/b] where more appropriate than [b]Note:[/b]
Most notably, removed " It must be a static string, so format strings can't be used.", as this behavior is actually a bug.
The bug was caused by not checking the TCP CONNECTING state
appropriately during the client handshake, and not checking the TCP
CONNECTED state during connection (which is unlikely, but might still
happen).
We use collectible AssemblyLoadContexts as that's the only way to allow
reloading assemblies after building. However, collectible assemblies
have some restrictions:
- https://learn.microsoft.com/en-us/dotnet/framework/reflection-and-codedom/collectible-assemblies#restrictions-on-collectible-assemblies
Those restrictions can cause issues with third-party code, such as some
mocking libraries.
In order to work around this problem, we're going to load assemblies
as collectible only in Godot editor, and not when running games.
These issues will still exist in the editor, but this will be enough
for some users.
We were compiling `src/loaders/external_png` but using the header from
`src/loaders/png`, leading to `-Wodr` warnings.
Remove unused bundled lodepng code since we use `external_png` (libpng).
Whitespace changes are from upstream, will attempt PR'ing a cleanup there for
future updates.
This commit is a huge refactor of the websocket module.
The module is really old, and some design choices had to be
re-evaluated.
The WebSocketClient and WebSocketServer classes are now gone, and
WebSocketPeer can act as either client or server.
The WebSocketMultiplayerPeer class is no longer abstract, and implements
the Multiplayer API on top of the lower level WebSocketPeer.
WebSocketPeer is now a "raw" peer, like StreamPeerTCP and StreamPeerTLS,
so it emits no signal, and just needs polling to update its internal
state.
To use it as a client, simply call WebSocketPeer.coonect_to_url, then
frequently poll the peer until STATE_OPEN is reached and then you can
write or read from it, or STATE_CLOSED and then you can check the
disconnect code and reason).
To implement a server instead, a TCPServer must be created, and the
accepted connections needs to be provided to
WebSocketPeer.accept_stream (which will perform the HTTP handshake).
A full example of a WebSocketServer using TLS will be provided in the
demo repository.
Replace all TODO uses of `#warning` by proper TODO comments, and will open
matching bug reports to keep track of them.
We don't have a great track record fixing TODOs, but I'd wager we're even
worse for fixing these "TODO #warning" so we should prohibit this usage.
The function that was supposed to implement the saving in
image_loader_jpegd was just returning OK without doing anything.
Copied the code from _jpgd_buffer_save_func to _jpgd_save_func but
changed the ImageLoaderJPGOSBufferto a ImageLoaderJPGOSFile to save
to a file instead of memory. Changed the image format from
FORMAT_ETC2_RGB8 to FORMAT_RGB8 since the first one was creating
a weird greyscale interlaced image.
- Use `long` and `double` types since signals currently only support 64-bit types.
- Fix bug for checking if the type name is a class registered in ClassDB.
Ensures that the versions always match the Godot version, albeit following
SemVer 2.0 so inserting a dot between "beta" and the build number.
For "stable" status, we omit the suffix as this would be interpreted as a
pre-release build too.
So we have:
| Godot version | Nupkg version |
| -------------- | -------------- |
| 4.0.0-beta | 4.0.0-beta |
| 4.0.0-beta2 | 4.0.0-beta.2 |
| 4.0.0-rc1 | 4.0.0-rc.1 |
| 4.0.0-stable | 4.0.0 |
- Add leading and trailing spaces within dictionaries, as the `{}`
characters are hard to distinguish from `[]` on some fonts.
This is especially helpful with empty arrays and dictionaries.
Implement `GDScriptTextDocument::willSaveWaitUntil` to clean up outdated documents before saving,
then update the document in `GDScriptTextDocument::didSave`.
The same node can now be controlled by multiple synchronizers at once.
Spawn visibility is composed in OR across multiple synchronizers (i.e.
if any synchronizer is visible to the peer, the object will be spawned).
Synchronizers controlling spawned nodes can now have a different
authority then the one spawning the node, in that case, the spawn
variables for that specific synchronizer are simply ignored (other
synchronizers with the same authority of the spawner will correctly
synchronize variables on spawn).
The SceneReplicationState class has been completly removed, since it was
bloating the implementation, the state is now simply stored in the
SceneReplicationInterface.
Android was the last platform to still attempt to disable RTTI (for binary
size), but both the Android editor and now the ICU library used by templates
need RTTI.
There could still be the possibility to support this for non-ICU template
builds (i.e. without the TextServerAdvanced module), but since this isn't one
of the build configurations we test regularly it's pretty risky to keep this
option only for that specific use case. And our code is already littered with
`dynamic_cast`s which weren't guarded with `!defined(NO_SAFE_CAST)`.
The code that resets variables to retry navigation to the closest possible poly was not resetting 1 variable, which caused it to exceed the vector bounds
If the delegate target is an Object, the connected signal will be registered in that object instead of the middleman. So when that object is destroyed, the signal will be properly disconnected.
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
Previously, external editing via lsp would modify the modified time of the script,
which caused the internal display of the script to not be refreshed when refocusing
the engine.
Now saving the script externally via lsp will automatically refresh the internal
display.
This change implements dynamic loading of the OpenXR Loader library
on Android. If an OpenXR Loader library is not found,
Godot will still function with OpenXR disabled.
Also, on every platform, the OpenXR symbols are resolved at runtime
using xrGetInstanceProcAddr.
On Windows and Linux the OpenXR loader is included in the main
engine binary.
On Android, the OpenXR Loader is not built with the engine. Separately
distributed Android plugins will be provided with the correct loader
library for each device.
Co-authored-by: Gábor Pál Korom <gabor.p.korom@migeran.com>
Co-authored-by: Gábor Koncz <gabor.koncz@migeran.com>
- `_DEBUG` is MSVC specific so it didn't make much sense to define for
Android and iOS builds.
- iOS was the only platform to define `DEBUG`. We don't use it anywhere
outside thirdparty code, which we usually don't intend to debug, so it
seems better to be consistent with other platforms.
- Consistently define `NDEBUG` to disable assert behavior in both `release`
and `release_debug` targets. This used to be set for `release` for all
platforms, and `release_debug` for Android and iOS only.
- Due to the above, I removed the only use we made of `assert()` in Godot
code, which was only implemented for Unix anyway, should have been
`DEV_ENABLED`, and is in PoolAllocator which we don't actually use.
- The denoise and recast modules keep defining `NDEBUG` even for the `debug`
target as we don't want OIDN and Embree asserting all over the place.
When going from version 14 to 15 it would introduce a tiny change in
`websocket_macros.h` just before the comment re-enabling clang-format,
but this can be solved by just letting it do its work.
Bonus cosmetic change in `math_fieldwise.cpp` where clang-format isn't
used, and bump recommended versions for pre-commit hook to [13; 15].
MultiplayerSpawner:
- When spawn_path is invalid.
- When the auto spawn list is empty and _spawn_custom is not overridden.
Note: We remove the warning for placeholder scripts since there's no
way of knowing if they have a certain method.
MultiplayerSynchronizer:
- When root_path is invalid.
Ensures the `push_nupkgs_local` argument in build_assemblies.py is an
absolute path so the argument can be
given as a relative path and it will be converted.