New rules:
- Do not silence CA1805 any more
- Limit where we silence CA1707, CA1711, CA1720
- Enforce severity=warning for IDE0040
- Enforce Allman style braces
- Enforce naming conventions (IDE1006 is still severity=suggestion)
Fixes:
- Fix REFL045, CS1572, CS1573
- Suppress CS0618 when generating `InvokeGodotClassMethod`
- Fix indent when generating GD_constants.cs
- Temporarily silence CS1734 in generated code
- Fix a lot of naming rule violations
Misc.:
- Remove ReSharper comments for RedundantNameQualifier
- Remove suppression attributes for RedundantNameQualifier
- Remove severity=warnings for CA1716, CA1304 (already included in the level of analysis we run)
Move the following diagnostics into static readonly fields: GD0101, GD0102, GD0103, GD0104, GD0105, GD0106, GD0107, GD0201, GD0202, GD0203, GD0301, GD0302, GD0303, GD0401, GD0402.
To be more consistent, the titles for the following diagnostics were modified: GD0101, GD0105, GD0106, GD0302, GD0303, GD0401, GD0402. A subsequent update of the documentation repo is needed.
Tests for the following diagnostics were created: GD0201, GD0202, GD0203.
ReadOnly properties are currently not allowed because the generated code
needs to set them, this also apply to `init` properties because they
need to be set after initialization.
This change aims to reduce the number of places that need to be changed
when adding or editing a Godot type to the bindings.
Since the addition of `Variant.From<T>/As<T>` and
`VariantUtils.CreateFrom<T>/ConvertTo<T>`, we can now replace a lot of
the previous code in the bindings generator and the source generators
that specify these conversions for each type manually.
The only exceptions are the generic Godot collections (`Array<T>` and
`Dictionary<TKey, TValue>`) which still use the old version, as that
one cannot be matched by our new conversion methods (limitation in the
language with generics, forcing us to use delegate pointers).
The cleanup applies to:
- Bindings generator:
- `TypeInterface.cs_variant_to_managed`
- `TypeInterface.cs_managed_to_variant`
- Source generators:
- `MarshalUtils.AppendNativeVariantToManagedExpr`
- `MarshalUtils.AppendManagedToNativeVariantExpr`
- `MarshalUtils.AppendVariantToManagedExpr`
- `MarshalUtils.AppendManagedToVariantExpr`
- MustBeVariant attribute can be used to enforce that generic types must
be a marshable from/to Variant.
- Also renames all diagnostic ids to be valid unicode identifiers.
Changed the signal declaration signal to:
```
// The following generates a MySignal event
[Signal] public delegate void MySignalEventHandler(int param);
```
Previously, we added source generators for invoking/accessing methods,
properties and fields in scripts. This freed us from the overhead of
reflection. However, the generated code still used our dynamic
marshaling functions, which do runtime type checking and box value
types.
This commit changes the bindings and source generators to include
'static' marshaling. Based on the types known at compile time, now
we generate the appropriate marshaling call for each type.
The editor no longer needs to create temporary instances to get the
default values. The initializer values of the exported properties are
still evaluated at runtime. For example, in the following example,
`GetInitialValue()` will be called when first looks for default values:
```
[Export] int MyValue = GetInitialValue();
```
Exporting fields with a non-supported type now results in a compiler
error rather than a runtime error when the script is used.
This base implementation is still very barebones but it defines the path
for how exporting will work (at least when embedding the .NET runtime).
Many manual steps are still needed, which should be automatized in the
future. For example, in addition to the API assemblies, now you also
need to copy the GodotPlugins assembly to each game project.
This replaces the way we invoke methods and set/get properties.
This first iteration rids us of runtime type checking in those
cases, as it's now done at compile time.
Later it will also stop needing the use of reflection. After that,
we will only depend on reflection for generic Godot Array and
Dictionary. We're stuck with reflection in generic collections
for now as C# doesn't support generic/template specialization.
This is only the initial implementation. Further iterations are
coming, specially once we switch to the native extension system
which completely changes the way members are accessed/invoked.
For example, with the native extension system we will likely need
to create `UnmanagedCallersOnly` invoke wrapper methods and return
function pointers to the engine.
Other kind of members, like event signals will be receiving the
same treatment in the future.
The following two bugs were fixed:
- For classes without namespace we were still generating `namespace {`
without a namespace identifier, causing a syntax error.
- For classes with nested namespaces we were generating only the innermost
part of the namespace was being generated, e.g.: for `Foo.Bar` we were
generating `namespace Bar {` instead of `namespace Foo.Bar {`.
This wasn't causing any build error, but because of the wrong namespace
Godot wasn't able to find the class associated with the script.
This source generator adds a newly introduced attribute,
`ScriptPath` to all classes that:
- Are top-level classes (not inner/nested).
- Have the `partial` modifier.
- Inherit `Godot.Object`.
- The class name matches the file name.
A build error is thrown if the generator finds a class that meets these
conditions but is not declared `partial`, unless the class is annotated
with the `DisableGodotGenerators` attribute.
We also generate an `AssemblyHasScripts` assembly attribute which Godot
uses to get all the script classes in the assembly, eliminating the need
for Godot to search them. We can also avoid searching in assemblies that
don't have this attribute. This will be good for performance in the
future once we support multiple assemblies with Godot script classes.
This is an example of what the generated code looks like:
```
using Godot;
namespace Foo {
[ScriptPathAttribute("res://Player.cs")]
// Multiple partial declarations are allowed
[ScriptPathAttribute("res://Foo/Player.cs")]
partial class Player {}
}
[assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })]
```
The new attributes replace script metadata which we were generating by
determining the namespace of script classes with a very simple parser.
This fixes several issues with the old approach related to parser
errors and conditional compilation.
It also makes the task part of the MSBuild project build, rather than
a separate step executed by the Godot editor.