Commit graph

24 commits

Author SHA1 Message Date
Ignacio Etcheverry
0b814ea78d Mono/C#: Optimize the way we store GC handles for scripts
Don't store GC handles for C# script instances and instance bindings as 'Ref<MonoGCHandle>'; store the raw data instead. Initially this was not possible as we needed to store a Variant, but this had not been the case for a looong time yet the stored type was never updated.
2020-03-17 21:51:05 +01:00
Ignacio Etcheverry
6a85cdf640 Fix C# bindings after recent breaking changes
Implementation for new Variant types Callable, Signal, StringName.
Added support for PackedInt64Array and PackedFloat64Array.

Add generation of signal members as events, as well as support for
user created signals as events.
NOTE: As of now, raising such events will not emit the signal. As such,
one must use `EmitSignal` instead of raising the event directly.

Removed old ThreadLocal fallback class. It's safe to use thread_local now since
it's supported on all minimum versions of compilers we support.
2020-03-17 16:30:04 +01:00
Juan Linietsky
69c95f4b4c Reworked signal connection system, added support for Callable and Signal objects and made them default. 2020-02-20 08:24:50 +01:00
Rémi Verschelde
09534e2922 Fix Mono and GDNative builds after changes to ObjectID
Issues caused by cf8c679a23.

The Mono change is actually a bugfix (used the int instead of ObjectID
by mistake).

The GDNative change is a temporary revert until a more exhaustive approach
is taken to make 'godot_int' 64-bit, is confirmed wanted by GDNative users.
2020-02-12 20:06:30 +01:00
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Ignacio Etcheverry
de7c2ad21b Mono/C#: WebAssembly support 2019-11-13 21:41:11 +01:00
Ignacio Etcheverry
c55ce204b3 Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'modules/mono'
And 'CRASH_*_MSG' as well.

Also make error messages puntuation and quotation more consistent.
2019-08-09 12:13:21 +02:00
Ignacio Etcheverry
270af6fa08 Re-write mono module editor code in C#
Make the build system automatically build the C# Api assemblies to be shipped with the editor.
Make the editor, editor player and debug export templates use Api assemblies built with debug symbols.
Always run MSBuild to build the editor tools and Api assemblies when building Godot.
Several bugs fixed related to assembly hot reloading and restoring state.
Fix StringExtensions internal calls not being registered correctly, resulting in MissingMethodException.
2019-07-05 09:38:23 +02:00
Ignacio Etcheverry
14df9e5cb2 Android build and export for the mono module 2019-06-03 17:09:24 +02:00
Ignacio Etcheverry
187e6ae26d C#: Add marshalling support for IEnumerable and IDictionary
Added constructor that takes IEnumerable for Array and IEnumerable<T> for Array<T>.
Added constructor that takes IDictionary for Dictionary and IDictionary<TKey, TValue> for Dictionary<TKey, TValue>.
2019-04-06 12:14:37 +02:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Ignacio Etcheverry
b9b7dcdf00 C#: Improve tool script support and fix reloading issues 2018-11-30 20:43:06 +01:00
Ignacio Etcheverry
c6e2873605 Fix msvc warnings in mono module
- `modules\mono\csharp_script.cpp(576): warning C4099: 'CSharpScriptDepSort': type name first seen using 'class' now seen using 'struct'`
- `modules\mono\signal_awaiter_utils.cpp(144): warning C4003: not enough actual parameters for macro 'ERR_FAIL_V'`
- `modules\mono\editor\net_solution.cpp(101): warning C4129: '%': unrecognized character escape sequence`
- (several) `modules\mono\glue\cs_compressed.gen.h(222): warning C4129: 'E': unrecognized character escape sequence`
2018-10-25 18:00:24 +02:00
Ignacio Etcheverry
e558e1ec09 Fix/workaround for issue #21667
When a Reference managed instance is garbage collected and its finalizer is called, it could happen that the native instance is referenced once again before the finalizer can unreference and memdelete it. The workaround is to create a new managed instance when this happens (at least for now).
2018-09-12 03:24:08 +02:00
Juan Linietsky
8c435a343e
Merge pull request #16927 from neikeq/rework-refcount-notify
Notify instance binding data api of refcount increment/decrement
2018-08-25 11:01:55 -03:00
Ignacio Etcheverry
908a30964a Notify instance binding data api of refcount increment/decrement 2018-08-23 01:38:48 +02:00
Ignacio Etcheverry
4739cb8c00 Mono: Pending exceptions and cleanup 2018-07-04 03:08:29 +02:00
Paul Joannon
76a615aea4
SignalAwaiter::_signal_callback was calling the thunk with a wrong pointer 2018-01-23 12:58:54 +01:00
Rémi Verschelde
e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
Rémi Verschelde
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Rémi Verschelde
13c2ff9320 Style: Apply new clang-format 5.0 style to all files 2017-12-07 08:02:00 +01:00
Ignacio Etcheverry
fb63ee52fb Mono: Fix build with tools=no or target=release 2017-10-18 08:27:18 +02:00
Ignacio Etcheverry
63369ec306 Re-write SignalAwaiter implementation
Old implementation had issues where you could only await on the same signal of the same source once.
2017-10-16 03:54:23 +02:00
Ignacio Etcheverry
e36fb95c50 Added mono module 2017-10-03 00:01:26 +02:00