4b90d16250
This commit adds initial support for games exported as NativeAOT shared libraries. At this moment, the NativeAOT runtime is experimental. Additionally, Godot is not trim-safe as it still makes some use of reflection. For the time being, a rd.xml file is needed to prevent code triming: ``` <Directives xmlns="http://schemas.microsoft.com/netfx/2013/01/metadata"> <Application> <Assembly Name="GodotSharp" Dynamic="Required All" /> <Assembly Name="GAME_ASSEMBLY" Dynamic="Required All" /> </Application> </Directives> ``` These are the csproj changes for publishing: ``` <PropertyGroup> <NativeLib>Shared</NativeLib> </PropertyGroup> <ItemGroup> <RdXmlFile Include="rd.xml" /> <PackageReference Include="Microsoft.DotNet.ILCompiler" Version="7.0.0-*" /> </ItemGroup> ``` More info: - https://github.com/dotnet/runtimelab/blob/feature/NativeAOT/docs/using-nativeaot/compiling.md - https://github.com/dotnet/runtimelab/tree/feature/NativeAOT/samples/NativeLibrary - https://github.com/dotnet/runtimelab/blob/feature/NativeAOT/docs/using-nativeaot/rd-xml-format.md |
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.. | ||
Common.cs | ||
ExtensionMethods.cs | ||
Godot.SourceGenerators.csproj | ||
Godot.SourceGenerators.props | ||
GodotClasses.cs | ||
GodotEnums.cs | ||
GodotMemberData.cs | ||
GodotPluginsInitializerGenerator.cs | ||
MarshalType.cs | ||
MarshalUtils.cs | ||
ScriptMemberInvokerGenerator.cs | ||
ScriptPathAttributeGenerator.cs | ||
ScriptPropertiesGenerator.cs | ||
ScriptPropertyDefValGenerator.cs | ||
ScriptRegistrarGenerator.cs |