Commit Graph

76 Commits

Author SHA1 Message Date
Ignacio Etcheverry 5a6070dde3 Mono: Force preemptive thread suspend mode as a temporary workaround 2019-08-30 01:33:50 +02:00
Ignacio Etcheverry aa805e2699 Fix 'android_mono_config.gen.cpp' not compiled first time it's generated 2019-08-26 17:46:57 +02:00
Rémi Verschelde 8995d95da0
Merge pull request #31347 from neikeq/monodevelop-addin
C#: Add Ide Connection library and server for the editor
2019-08-14 11:39:41 +02:00
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 0b94203a79 C#: Add Ide Connection library and server for the editor
This will be used for communicating between the Godot editor and external IDEs/editors, for things like opening files, triggering hot-reload and running the game with a debugger attached.
2019-08-04 01:57:53 +02:00
Ignacio Etcheverry c9befa63d2 Mono: Don't try to update project assemblies from project manager
Previously, when running the project manager, we would try to load the API assemblies from the project and fail because we were not editing any project. This would make us try to copy the prebuilt API assemblies to the project. Since there is no project, it would try to copy them to the executable location. This would fail if Godot doesn't have permissions to write to that location.
This commit fixes that by instead trying to load the prebuilt API assemblies in the first place, if running the project manager.
2019-07-25 17:52:45 +02:00
Ignacio Etcheverry 513cc78f85 Mono: Add option to keep running after unhandled exceptions
By default, an unhandled exception will cause the application to be terminated; but the project setting `mono/unhandled_exception_policy` was added to change this behaviour.
The editor is hard-coded to never terminate because of unhandled exceptions, as that would make writing editor plugins a painful task, and we cannot kill the editor because of a mistake in a thirdparty plugin.
2019-07-24 23:19:15 +02:00
Ignacio Etcheverry 0197d86ab4 Mono: Fix editor API assembly not being updated
If both the core and editor API assemblies are missing or out of sync, Godot will only update the former and then abort when trying to load them again because the latter was not updated. Godot will update it correctly the next time it's started, but this should not be needed and it should work the first time. This commit fixes that.
2019-07-22 00:16:24 +02:00
Ignacio Etcheverry ec679dfffa Fix mono module build errors for release templates 2019-07-20 15:52:26 +02:00
Ignacio Etcheverry e59ac40712 Mono: Better handling of missing/outdated API assemblies
Remove the old API assembly invalidation system. It's pretty simple since now the editor has a hard dependency on the API assemblies and SCons takes care of prebuilding them.
If we fail to load a project's API assembly because it was either missing or outdated, we just copy the prebuilt assemblies to the project and try again. We also do this when creating the solution and before building, just in case the user removed them from the disk after they were loaded.
This way the API assemblies will be always loaded successfully. If they are not, it's a bug.

Also fixed:

- EditorDef was behaving like GlobalDef in GodotTools.
- NullReferenceException because we can't serialize System.WeakReference yet. Use Godot.WeakRef in the mean time.
2019-07-14 19:17:07 +02:00
Ignacio Etcheverry 069af23bdb Mono: Fix build errors with tools=no 2019-07-08 18:07:20 +02:00
Ignacio Etcheverry 5ed3d34cd9 Fix --generate-mono-glue bug when directory doesn't exist
DirAccess::get_full_path(path) only works if the path exists. Implement our own abspath function.
2019-07-08 18:07:15 +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 9f1a8ce6a2 Mono: Android build and shared libraries fixes
Fix location of Mono's shared libraries.
Fix build failing if the directory 'platform/android/java/libs/{target}/{abi}' doesn't exist.
2019-07-03 17:48:12 +02:00
Ignacio Etcheverry 14df9e5cb2 Android build and export for the mono module 2019-06-03 17:09:24 +02:00
Ignacio Etcheverry 791e1294c3 Mono: Lazily load scripts metadata file
- Only load the scripts metadata file when it's really needed. This way we avoid false errors, when there is no C# project,  about missing scripts metadata file.
2019-04-26 19:53:44 +02:00
Ignacio Etcheverry 8759c0e31a Mono: Use exit(status) instead of abort() in exception hook 2019-04-18 15:01:50 +02:00
Ignacio Etcheverry ad2127a3e8 Replace a few #if/#elif with #ifdef and "#elif defined" 2019-04-05 23:41:51 +02:00
Ignacio Etcheverry e9e7aab8eb Mono: Some assembly referencing changes and cleanup
Apparently we don't need to call mono_debug_close_image ourselves and we can call mono_image_close right away as it's not our duty to keep that reference.
2019-03-10 18:55:31 +01:00
Ignacio Etcheverry 4299332ecc Mono: Fix assemblies path String incorrectly constructed from utf8
Also fixed a wrong ifdef that was causing Mono to never be initialized if mscorlib was not found (which was the case with the utf8 assemblies path bug this commit fixes).
This condition was meant for exported projects only, not for the editor only.
2019-03-09 23:00:03 +01:00
Ignacio Roldán Etcheverry 65487ed4ed
Merge pull request #26746 from shartte/godot-trace-listener
Add a custom TraceListener on Startup for Mono
2019-03-08 07:05:41 +01:00
Sebastian Hartte 37d448fca7 Added a Godot TraceListener, which is automatically installed on startup. Fixes that Debug/Trace Assertions are simply swallowed by Godot. 2019-03-07 21:00:19 +01:00
Ignacio Etcheverry e904f814c8 Mono: Fix crash when re-using script binding after domain reloading 2019-03-07 19:55:40 +01:00
Rémi Verschelde 0a7de5472f
Merge pull request #26591 from neikeq/oi
Mono: Add option to print MSBuild output and improve out of sync error
2019-03-04 18:36:10 +01:00
Ignacio Etcheverry 8877b07f4c Mono: Add option to print MSBuild output and improve out of sync error 2019-03-04 16:05:08 +01:00
Carter Anderson 839ed2d092 Add mono log profiler support 2019-03-02 23:32:03 -08:00
marxin e5f665c718 Fix -Wsign-compare warnings.
I decided to modify code in a defensive way. Ideally functions
like size() or length() should return an unsigned type.
2019-02-27 07:45:57 +01:00
Ignacio Etcheverry a8dfe9ff7f Don't print 'Cannot find Mono in the registry' if bundled with Godot
Closes #24753
2019-02-15 19:52:32 +01:00
Ignacio Etcheverry d17ba9a140 Mono: Fix export template build errors
Fixes #25903
2019-02-15 19:52:22 +01:00
Ignacio Etcheverry 24a2ae7f3c Do not initialize Mono if 'res://.mono/' and mscorlib are missing
This is needed to avoid aborting due to missing mscorlib for projects that do not use C#.
If 'res://.mono/' exists, then we assume the project uses C#, in which case a missing mscorlib should still abort.
2019-02-10 18:34:37 +01:00
Ignacio Etcheverry d8593747e0 Mono: Fix default debugger agent argument never being used 2019-02-03 06:51:07 +01:00
Ignacio Etcheverry 065828d159 Mono: Fix MonoPosixHelper not being found 2019-02-03 05:38:47 +01:00
Ignacio Etcheverry d3c51a5dfb Mono: Cleanup 2019-02-03 05:38:40 +01:00
Ignacio Etcheverry bc8b61bb06 Mono: Fix hot reload build errors and cleanup 2019-01-22 18:33:36 +01:00
Ignacio Etcheverry 077e489773 Mono: Add assembly reloading to running games
Add environment variable to specify a custom --debugger-agent for mono.
2019-01-21 22:44:09 +01:00
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 02d5ff4cd0 Improve the C# API projects generation
- Now there is only one solution that contains both GodotSharp and GodotSharpEditor project. Previously we had one solution for each project
- GodotSharpEditor reference GodotShatp with a 'ProjectReference'. Previously it was a 'Reference' to the assembly
- This also simplifies the command line option to generate this solution: 'godot --generate-cs-api <OutputDir>'
2018-11-08 01:05:22 +01:00
Ignacio Etcheverry d47cec43f2
Merge pull request #23162 from neikeq/cc
Proper support for namespaces and other enhancement/fixes
2018-10-25 18:18:40 +02:00
Ignacio Etcheverry 1aac95a737 Parse C# script namespace and class
- Added a very simple parser that can extract the namespace and class name of a C# script.
2018-10-25 18:00:24 +02:00
Ignacio Etcheverry 454b933106 Fix internal assembly load from
- Also make sure we load API assemblies from 'res://.mono/assemblies/'.
2018-10-22 20:35:44 +02:00
Mads Ynddal 16c0c037c8 Removed undeclared and unused variable, which caused a compile error 2018-10-21 21:55:30 +02:00
Ignacio Etcheverry b63e518ce9 Mono: Fix crash on NodePath/RID disposal during Godot shutdown 2018-10-06 23:00:18 +02:00
Ignacio Etcheverry d7ece43b74 Mono: Editor and export template dependencies and fixes
- Bundle editor dependencies:
    - 'GodotSharp': Root data directory for the editor
        - 'Tools': Editor dependencies. Only GodotSharp.dll for now.
        - 'Api': Prebuilt GodotSharp and GodotSharpEditor API assemblies.
        - 'Mono': Mono files to bundle with the editor.
            - 'bin': (Optional, not used for now) Mono bin directory.
            - 'etc': Mono configuration files.
            - 'lib': Mono dependency shared libraries.
            - 'lib/mono/4.5': Framework assemblies.
    - Added build option to copy the required files from the mono installation to 'GodotSharp/Mono'. Enable with 'copy_mono_root=yes'. Disabled by default.

- Export template dependencies:
    - 'data_AppName'/'data_Godot':
        - 'Mono': Mono files to bundle with the game.
            - 'etc': Mono configuration files.
            - 'lib': Mono dependency shared libraries.
    - The data directory is generated when compiling and must be bundled with the export templates. In the case of OSX, the data directory must be placed inside the 'osx.zip' export template.
    - In OSX, alternative location for directories (needed for app bundles) are:
        - 'data_AppName/Mono/etc' --> '../Resources/GodotSharp/Mono/etc'
        - 'data_AppName/Mono/lib' --> '../Frameworks/GodotSharp/Mono/lib'

- The editor can bundle prebuilt API assemblies.
    - Generate them with a tools build by running: `--generate-cs-core-api <GodotSharp_OutputDir> --generate-cs-editor-api <GodotSharpEditor_OutputDir> <GodotSharp_OutputDir>/bin/Release/GodotSharp.dll` (This command will be simplified in the future and both projects will be in the same solution)
    - Build the solutions and copy the output files to '#bin/GodotSharp/Api'.
- Fixed API assembly being added twice during the export process.
2018-10-03 19:16:29 +02:00
Ignacio Etcheverry 0f3de6ef3a Do not update cache if the C# API assembly is out of sync 2018-09-26 23:59:38 +02:00
Ignacio Etcheverry 50f6dbff87 Mono: Fix opening code editors in OSX and cleanup 2018-09-17 20:00:19 +02:00
Rémi Verschelde 1a16dabfb5
Merge pull request #21982 from luzpaz/misc-typos
Misc. typos
2018-09-13 10:59:00 +02:00
luz.paz 08bde5b2de Misc. typos
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
2018-09-12 21:39:17 -04:00
Rémi Verschelde 277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
Ignacio Etcheverry d21c64cc3b C#: Fix cs_files glue mismatch bug 2018-09-12 03:24:08 +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