Commit graph

961 commits

Author SHA1 Message Date
Ignacio Etcheverry
20b9dbb1d5 C#: Revert marshalling of IDictionary/IEnumerable implementing types
Added marshalling for `System.Collections.Generic.List<T>` and
`System.Collections.Generic.Dictionary<TKey, TValue>`.
2020-04-23 02:26:43 +02:00
Ignacio Etcheverry
c9882e61e2 Mono/C#: Fix assemblies being reloaded a second time unnecesarily 2020-04-23 02:23:25 +02:00
Ignacio Roldán Etcheverry
28f0b15c9d
Merge pull request #38117 from neikeq/export-mono-array-godot-object
Mono/C#: Allow exporting System.Array of type Godot.Object
2020-04-22 17:41:34 +02:00
Ignacio Roldán Etcheverry
3ad9652a5d
Merge pull request #38110 from neikeq/csproj-safer-migration
C#: Save copy of sln and csproj before applying fixes
2020-04-22 17:27:07 +02:00
Ignacio Etcheverry
0fec3cb5ed Mono/C#: Allow exporting System.Array of type Godot.Object 2020-04-22 17:19:45 +02:00
Ignacio Etcheverry
93d7ec8836 C#: Save copy of sln and csproj before applying fixes 2020-04-22 16:50:43 +02:00
Ignacio Etcheverry
71fc87e101 Mono/C#: Allow debugging exported games
- Include PDB files in exported games.
- Release export templates also allow debugging now.

Right now the only way to enable debugging in exported games is with the  environment variables, which may be cumbersome or not even possible on some platforms.
2020-04-22 16:44:03 +02:00
Juan Linietsky
5d4dc2d45c Add ability to bind typed arrays to script API
Note: Only replaced 2 instances to test, Node.get_children and TileMap.get_used_cells
Note: Will do a mass replace on later PRs of whathever I can find, but probably need
a tool to grep through doc.
Warning: Mono will break, needs to be fixed (and so do TypeScript and NativeScript, need to ask respective maintainers)
2020-04-21 10:15:40 +02:00
Juan Linietsky
ae09b55a19 Exposed RenderingDevice to script API
Also added an easier way to load native GLSL shaders.

Extras:

Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload.

Note:

The precommit hooks are broken because they don't seem to support enums from one class being used in another.
Feel free to fix this after merging this PR.
2020-04-20 21:21:58 -03:00
Rémi Verschelde
2cd952bd84 Fix handling of PROPERTY_USAGE_SUBGROUP in DocData and editor
Subgroups were added in #37678 but not properly handled everywhere
where PROPERTY_USAGE_GROUP is.
2020-04-20 17:13:06 +02:00
Rémi Verschelde
408fab8442 Mono: Fix include for Android support
This was a typo in #37153.

Co-authored-by: Ignacio Etcheverry <ignalfonsore@gmail.com>
2020-04-18 21:28:51 +02:00
Yuri Sizov
1ea7295bd2 Improve shortcut formatting in docs 2020-04-10 18:42:11 +03:00
Ignacio Etcheverry
27ddb27da8 Fix C# bindings after recent breaking changes 2020-04-03 01:38:48 +02:00
Rémi Verschelde
ea7b497065 Replace more occurrences of NULL with nullptr 2020-04-02 14:56:01 +02:00
lupoDharkael
95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Rémi Verschelde
e53cbba36c
Merge pull request #37484 from Calinou/csharp-verbatim-string-highlight
Remove syntax highlighting for C# verbatim strings due to bugs
2020-04-01 15:10:19 +02:00
Hugo Locurcio
49efd6093e Remove syntax highlighting for C# verbatim strings due to bugs
This closes #32336.
2020-04-01 09:12:47 +02:00
Ignacio Etcheverry
77dd061345 Mono/C#: Add iOS support
Right now, games only work on devices when exported with FullAOT+Interpreter.
There are some issues left that need to addressed for FullAOT alone. Right now,
it's giving issues with the Godot.NativeCalls static constructor.
2020-03-31 09:37:16 +02:00
Ignacio Etcheverry
fa08437694 Mono/C#: Fix MinGW build not supporting .lib libraries
MinGW should support both its own format `.a` and MSVC's format `.lib`,
but Mono's module was only using the former. With this change it's now
possible to build with MinGW and link the official Mono for Windows
which is built with MSVC.
2020-03-31 09:37:11 +02:00
Rémi Verschelde
f3c74afd28
Merge pull request #37436 from akien-mga/doc-node-renames
doc: Update classref with node renames
2020-03-30 20:32:11 +02:00
Rémi Verschelde
eaaee63b62 doc: Update classref with node renames
A few extra renames for classes which were missed in last week's PRs.
2020-03-30 18:23:02 +02:00
Rémi Verschelde
cd4e46ee65 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.
2020-03-30 09:05:53 +02:00
Juan Linietsky
eaae4b6408 Renamed 2D and 3D nodes to make their types explicit
Fixes #30736.
2020-03-27 14:54:04 +01:00
Mateo Kuruk Miccino
f387b9b4f4 Multiple changes to DisplayServerX11
- Travis: Change x11 to linuxbsd
- SCons: Change x11 plataform to linuxbsd
- Plugins: Remove ; to avoid fallthrough warning
- DisplayServerX11: Implement set_icon
- DisplayServerX11: Fix X11 bug when a window was erased from windows
  map, all the changes from that erased windows are sending to the main
  window
- DisplayServerX11: Reorder create_window commands
- DisplayServerX11: Change every Size2 to Size2i and Rect2 to Rect2i
  where it belongs

+ More X11 fixes which have been integrated directly back into reduz's
original commits while rebasing the branch.
2020-03-26 15:49:54 +01:00
Rémi Verschelde
3d2dd79ecd SCons: Drop support for Python 2
We now require SCons 3.0+ (first version with Python 3 support),
and we set min required Python 3 version to 3.5 (3.4 and earlier are
EOL).
2020-03-25 15:25:37 +01:00
Rémi Verschelde
cfd84625f0 Move DocData and Collada out of their subfolders
Now that the unused DocDump was removed, the `editor/doc` subfolder is
redundant.

Similarly, there's no reason for Collada to have a subfolder for itself
when glTF or OBJ don't.
2020-03-24 09:56:04 +01:00
Rémi Verschelde
7acdf74a6a
Merge pull request #37210 from van800/fix-36995
Fix warning: Property not found: mono/editor/editor_path_optional
2020-03-22 09:34:47 +01:00
Aaron Franke
7dbe8b65ae
Make file formatting comply with POSIX and Unix standards
UTF-8, LF, no BOM, and newlines at the end of files
2020-03-21 17:41:03 -04:00
Ivan.Shakhov
05946be2f1 Fix warning: Property not found: mono/editor/editor_path_optional (#36995) 2020-03-21 15:33:14 +01:00
Rémi Verschelde
194d2ccb72
Merge pull request #37116 from neikeq/issue-12917
Sync csproj when files are changed from the Godot FileSystem dock
2020-03-18 16:07:49 +01:00
Ignacio Roldán Etcheverry
97efd33ada
Merge pull request #37145 from neikeq/issue-37128
C#: Fix uses of old Configuration names
2020-03-18 15:36:12 +01:00
Rémi Verschelde
4663625d11
Merge pull request #37112 from Xrayez/mono-generate-help
Generate command line help text for the `mono` module
2020-03-18 15:32:08 +01:00
Ignacio Etcheverry
40f8de4c1e Sync csproj when files are changed from the Godot FileSystem dock 2020-03-18 15:06:41 +01:00
Ignacio Etcheverry
66c0b7ce98 C#: Fix uses of old Configuration names 2020-03-18 14:50:49 +01:00
Ignacio Roldán Etcheverry
f62fc10bb6
Merge pull request #37131 from van800/master
fix RiderPathLocator - searching for toolbox on Mac
2020-03-18 14:25:02 +01:00
Ivan.Shakhov
dc16b8742a fix RiderPathLocator - searching for toolbox on Mac 2020-03-18 09:23:29 +01:00
Ignacio Roldán Etcheverry
ed298f5982
Merge pull request #36756 from aaronfranke/mono-vec2i3i
[Mono] Add Vector2i and Vector3i
2020-03-18 02:23:03 +01:00
Aaron Franke
9b322d46d3
[Mono] Marshaling for Vector2i, Vector3i, and Rect2i 2020-03-17 18:03:28 -04:00
Aaron Franke
22ba912d90
[Mono] Add Vector2i, Vector3i, and Rect2i
These have conversion operators between their non-integer equivalents. Vector2i to Vector2 is implicit, while Vector2 to Vector2i is explicit. All conversion code is done in the integer files, so Vector2.cs contains no reference to Vector2i etc.
2020-03-17 18:03:28 -04:00
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
Andrii Doroshenko (Xrayez)
94b6c1363c Generate command line help text for mono module 2020-03-17 17:26:09 +02:00
Rémi Verschelde
cb282c6ef0 Style: Set clang-format Standard to Cpp11
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.

Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-17 07:36:24 +01:00
Ignacio Etcheverry
1b634785b5 C#: Replace uses of old Configuration and update old csprojs 2020-03-14 19:01:29 +01:00
Ivan Shakhov
ce01b83c4a reorder solution configurations + migration 2020-03-11 17:22:12 +01:00
Rémi Verschelde
478337c412
Merge pull request #36751 from Faless/debugger/threads_and_profilers
ScriptDebugger refactor, threading, profilers.
2020-03-09 19:08:07 +01:00
Andrii Doroshenko (Xrayez)
3acebdeecd Fix missing module editor icons
Module icons need to be renamed to PascalCase as well
for them to be registered in 4.0.

See godotengine/godot#36513.
2020-03-08 19:32:25 +02:00
Fabio Alessandrelli
b8ddaf9c33 Refactor ScriptDebugger.
EngineDebugger is the new interface to access the debugger.
It tries to be as agnostic as possible on the data that various
subsystems can expose.

It allows 2 types of interactions:

- Profilers:
  A subsystem can register a profiler, assigning it a unique name.
  That name can be used to activate the profiler or add data to it.
  The registered profiler can be composed of up to 3 functions:
    - Toggle: called when the profiler is activated/deactivated.
    - Add: called whenever data is added to the debugger
      (via `EngineDebugger::profiler_add_frame_data`)
    - Tick: called every frame (during idle), receives frame times.

- Captures: (Only relevant in remote debugger for now)
  A subsystem can register a capture, assigning it a unique name.
  When receiving a message, the remote debugger will check if it starts
  with `[prefix]:` and call the associated capture with name `prefix`.

Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new
profiler system.

Port SceneDebugger and RemoteDebugger to the new capture system.
The LocalDebugger also uses the new profiler system for scripts
profiling.
2020-03-08 12:36:39 +01:00
Fabio Alessandrelli
540ca05a80 Threaded networking for editor debugger. 2020-03-08 12:16:09 +01:00
Rémi Verschelde
6635e25b2c
Merge pull request #36842 from Phischermen/mono-resource-loader-extension-update
Mono/C#: Add missing parameters to 'ResourceLoader.Load<T>()'
2020-03-06 22:54:11 +01:00
Phischermen
1b0819bd59 Added parameters to Load() 2020-03-06 13:41:35 -08:00
Rémi Verschelde
5b040ef2e8 Mono: Fix detection of Apple platforms in build script 2020-03-05 09:00:41 +01:00
Rémi Verschelde
30ff00d6c8
Merge pull request #36657 from van800/rpl3
On Windows find Rider installed for CurrentUser
2020-03-04 10:27:03 +01:00
Raul Santos
6b9c22542f
Fix missing null check in Mono Binding of GD.print 2020-03-02 16:26:29 +01:00
Ivan Shakhov
c95e20a089 On Windows find Rider installed for CurrentUser 2020-02-28 21:34:20 +01:00
Juan Linietsky
475e4ea67b Removed interactive loader, added proper thread loading. 2020-02-28 11:20:45 -03:00
Rémi Verschelde
b7b3978684
Merge pull request #36556 from RandomShaper/rework_mutex
Reimplement `Mutex` with C++'s `<mutex>` (plus more)
2020-02-28 00:26:01 +01:00
Rémi Verschelde
5c4878191a
Merge pull request #36602 from van800/jetbrains_msbuild
Allow using Rider MSBuild on Windows, when Rider is selected as external editor
2020-02-27 20:46:50 +01:00
Ivan Shakhov
a9c2ab81cf use Rider MSBuild on Windows, when Rider is selected as external editor 2020-02-27 15:32:35 +01:00
Ivan Shakhov
33af53c1a6 Support toolbox custom "Tools install location", by reading .settings.json 2020-02-27 15:22:12 +01:00
Pedro J. Estébanez
18fbdbb456 Reimplement Mutex with C++'s <mutex>
Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- Thread-safe utilities are therefore simpler now.

Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-26 20:40:10 +01:00
Juan Linietsky
33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
Fabio Alessandrelli
cbc450c0e5 Huge Debugger/EditorDebugger refactor. 2020-02-21 11:12:03 +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
213a85521d doc: Sync classref with current source
Handle removal of Pool*Array types and other recent changes.
2020-02-18 14:02:02 +01:00
Rémi Verschelde
702976cd7a Mono: Fix build after ObjectID and Texture2D changes 2020-02-18 11:36:48 +01:00
Juan Linietsky
3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Juan Linietsky
867d073b98 Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr. 2020-02-15 08:36:04 -03:00
Rémi Verschelde
54ac8eaba6 Remove more deprecated methods and code 2020-02-13 12:37:45 +01:00
Rémi Verschelde
1f39a2d3e6 Remove deprecated sync and slave networking keywords
Those keywords were deprecated for 3.1 in #22087.

Also fix token name for `TK_REMOTE`, should be "remote" like the keyword.
2020-02-13 08:59:36 +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
Andrea Catania
eb07e87981 Optmized data sent during RPC and RSet calls.
- Now is sent the method ID rather the full function name.
- The passed IDs (Node and Method) are compressed so to use less possible space.
- The variant (INT and BOOL) is now encoded and compressed so to use much less data.
- Optimized RPCMode retrieval for GDScript functions.
- Added checksum to assert the methods are the same across peers.

This work has been kindly sponsored by IMVU.
2020-02-12 13:36:47 +01:00
Aaron Franke
0a39c7b354
[Mono] Basis/Transforms Array operator comments and improvements
The behavior for Basis and Transform2D is unchanged, and Transform gets new behavior. All of the behavior is identical to GDScript's behavior.
2020-02-10 12:20:04 -05:00
Rémi Verschelde
cedf9f68b1
Merge pull request #35649 from aaronfranke/color-unsigned
Use uint/ulong for Color in C#
2020-02-09 13:35:05 +01:00
Rémi Verschelde
9cc4f5e3ae
Merge pull request #36013 from raulsntos/fix-issubsequenceof
Avoid going out of bounds in IsSubsequenceOf
2020-02-09 00:02:30 +01:00
Raul Santos
4b79ef5ebe
Avoid going out of bounds in IsSubsequenceOf
Closes #35598
2020-02-08 12:07:41 +01:00
Marcel Admiraal
d2b02a3d7b Remove do{ } while(0) wrapper around error macros.
As pointed out by Faless, a do{ } while(0) wrapper around a continue or
break just ends the do{ } while(0) loop. The do{ } while(0) loop exists
to enable the macro to be used as a function which requires a semicolon.

The alternative approach is to use an if(1) { } else ((void)0) wrapper.
Since the macro already has an if(unlikely(m_cond)) { } this patch simply
adds the else ((void)0) to this if statement instead.

For consistency all the macros have been updated in the same way, and
trailing else warnings corrected. However, the wrappers around ERR_PRINT
and WARN_PRINT were removed, because they generated too many ambiguous
trailing else warnings. They are also single line macros so a wrapper is
not needed.
2020-02-08 11:21:46 +01:00
unknown
4aac44f173 Remove the last ERR_PRINTS that was missed by #33391 2020-02-07 00:15:46 +05:30
Marcel Admiraal
f0db13502a Remove duplicate WARN_PRINT macro. 2020-02-05 11:13:24 +01:00
Marcel Admiraal
5af3b4ca27 Remove duplicate ERR_PRINT macro. 2020-02-05 11:13:24 +01:00
Fabián L
f595486076
Fixed GetNodeOrNull<T>
GetNodeOrNull<T> was using GetNode instead of GetNodeOrNull
2020-01-29 14:54:40 -03:00
Aaron Franke
d49e8af8de
Use uint/ulong for Color in C# 2020-01-29 12:53:13 -05:00
Rémi Verschelde
c96f08dc86
Merge pull request #35527 from neikeq/issue-35259
Mono/C#: Fix _update_exports possible crash with Reference types
2020-01-24 21:51:57 +01:00
Rémi Verschelde
75ab07546b
Merge pull request #35524 from neikeq/issue-35496
Fix C# preprocessor infinite loop and incorrect parsing of `#if!`
2020-01-24 21:51:38 +01:00
Ignacio Etcheverry
966a126186 Mono/C#: Fix _update_exports possible crash with Reference types
The code was attempting to dynamic cast the native instance to Reference after
the managed instance was disposed. As the managed instance acts as a Ref,
the native instance was freed during that disposal.
This made the dynamic cast fail and we attempted to memdelete a second time.

The fix is to make the dynamic cast before disposal.
2020-01-24 18:28:40 +01:00
Ignacio Etcheverry
0604b1839d Fix C# preprocessor infinite loop and incorrect parsing of #if! 2020-01-24 17:53:17 +01:00
Rémi Verschelde
55f580b24a
Merge pull request #35491 from neikeq/issue-35450
Mono/C#: Lighten up unsafe reference checks
2020-01-23 23:06:58 +01:00
Ignacio Etcheverry
55b2e58a98 Mono/C#: Lighten up unsafe reference checks
Because of the weird case with multi-threading and ResourceLoader, it can be the case that a resource is GCed while being referenced again in the main thread. In such cases, a new unsafe reference is created before the finalizer thread removes the previous one.
2020-01-23 21:23:32 +01:00
Rémi Verschelde
cadf946863
Merge pull request #35478 from neikeq/issue-32260
Mono/C#: Add setting to include I18N assemblies in the exported game
2020-01-23 18:24:15 +01:00
Ignacio Etcheverry
59ec19d5a8 Mono/C#: Add setting to include I18N assemblies in the exported game 2020-01-23 17:47:09 +01:00
Rémi Verschelde
b75fff5a56
Merge pull request #35473 from neikeq/default-to-net47
Mono/C#: Default to net47 for new projects
2020-01-23 17:23:33 +01:00
Ignacio Etcheverry
82b0899e54 Mono/C#: Add Basis.Slerp, update Quat.Xform and add some math checks 2020-01-23 16:13:28 +01:00
Ignacio Etcheverry
d9ff5f7fc2 Mono/C#: Default to net47 for new projects 2020-01-23 15:57:47 +01:00
Ignacio Etcheverry
d53c15b12c Make script class parser errors to not abort the build
As our script class parser is error prone, we should not impede the build from continuing because of a parsing error.
This should be reverted in the future once we switch to Roslyn.
2020-01-21 20:07:26 +01:00
Ignacio Etcheverry
378fc592b1 Add dummy preprocessor for the C# script class parser
No attempts are made at conditional compilation. The main if branch is always assumed to be true.
2020-01-21 19:57:38 +01:00
Ignacio Etcheverry
e4330e33e6 Mono/C#: Fix error when parsing nested generics
Also fixed the editor not including the parse error message in the error.
2020-01-20 19:08:08 +01:00
Ignacio Etcheverry
a6105c8ea0 Fix ClassDB API portability with some android and editor classes
- `EditorNavigationMeshGenerator` was being registered as part of the Core API,
even after d3f48f88bb. We must make sure to
set Editor as the current ClassDB API type before creating an instance.

- The `VisualScriptEngineSingleton.constant` property has a property hint string
that's different between tools and non-tools builds. This commit makes the
hint string to no longer be set in `_bind_methods`, and to instead set it in
`_validate_property`. This way it's ignored when calculating the API hash.

- `JavaClassWrapper` is now registered in ClassDB on all platforms,
using a dummy implementation on platforms other than Android.
This fixes API portability between Android and other platforms.

- Updated `--class-db-json` command to ignore non-virtual methods that start
with an underscore (see: 4be87c6016).
2020-01-19 20:15:13 +01:00
Ignacio Roldán Etcheverry
1191d26ddc
Merge pull request #35208 from neikeq/mono-lazy-thread-attach
Mono/C#: Script interface calls now attach the current thread
2020-01-16 21:27:08 +01:00
Ignacio Etcheverry
d68b9c20d6 Mono/C#: Script interface calls now attach the current thread
Added guards to all C# script interface calls to attach the current thread
for the current scope if the thread is not already attached.
This is far from ideal, as attaching the thread is not cheap and all managed
thread local storage is lost when we detach the thread at the end of the calls.
However, it's the best we can do for now to avoid crashing
when an unattached thread tries to interact with C# code.
2020-01-16 17:47:36 +01:00
Ignacio Etcheverry
1a40f250bd Mono/C#: Fix false positive in unsafe reference checks 2020-01-15 23:46:42 +01:00