Commit Graph

200 Commits

Author SHA1 Message Date
toasteater
e2121c97ae Make VarArg methods return types show up as Variant in API json
VarArg methods have the return type Object in the API json for GDNative. This
can cause undefined behavior in some language bindings due to lack of
documentation on VarArg methods' behavior.

This changes the MethodInfo of:

- CSharpScript::_new
- GDScript::_new
- PluginScript::_new
2019-08-26 16:36:51 +00:00
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
qarmin
e0b5b21863 Add some code changes/fixes proposed by Coverity and Clang Tidy 2019-08-07 12:54:30 +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
e59ac40712 Mono: Better handling of missing/outdated API assemblies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If we fail to load a project's API assembly because it was either missing or outdated, we just copy the prebuilt assemblies to the project and try again.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
d3f48f88bb Fix EditorNavigationMeshGenerator registered in Core API
Also added an option to output a json file with all the ClassDB registered classes and its members. This can be used to compare the API of two different builds by a simple diff.
2019-07-09 23:33:29 +02:00
Ignacio Etcheverry
069af23bdb Mono: Fix build errors with tools=no 2019-07-08 18:07:20 +02:00
Ignacio Etcheverry
dd22cc7527 C#: Fix some crashes during assemblies reloading 2019-07-08 18:07:20 +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
qarmin
3c154eb93b Remove unnecessary code and add some error explanations 2019-07-01 12:59:42 +02:00
qarmin
4e5310cc60 Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
Ignacio Etcheverry
04ebf294f3 C#: Implement ScriptInstance::to_string
Create a blacklist of methods that must not be generated. Includes: "to_string", "_to_string" and "_init".
2019-05-24 00:40:20 +02:00
Ignacio Etcheverry
5a4bf4f369 C#: Marshalling support for IEnumerable<> and IDictionary<,>
Also fixed the hint string of exported members.
2019-05-18 19:39:56 +02:00
Ignacio Etcheverry
470b80cc55 C#: Support resource type hint in exported arrays
- Elements of types like PackedScene will display with the special editor for such type.
2019-04-29 21:20:05 +02:00
Rémi Verschelde
554c0ea90b
Merge pull request #28423 from neikeq/dont-forget-to-think-a-name-for-this-branch
C#: Deprecate accessor methods and generate correct int and float types
2019-04-29 16:56:25 +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
c20a3823a2 C# bindings generator cleanup
- Normal log messages are no longer warnings.
- BindingsGenerator is no longer a singleton.
- Added a log function.
2019-04-25 20:34:28 +02:00
Ignacio Roldán Etcheverry
b7cf4c2050
Merge pull request #27950 from Nonnu42/contrib
Fixes #17233 allowing C# to override _GetPropertyList
2019-04-12 16:43:27 +02:00
Nuno Cardoso
d011c8e109 Fixes #17233 allowing C# to override _GetPropertyList 2019-04-12 03:09:03 +01:00
Ignacio Etcheverry
480d4c6fba C#: Support type hints for exported Arrays
Added the code for Dictionary as well, but it's not yet supported by the Godot inspector.
2019-04-06 12:14:43 +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
ForLoveOfCats
444242a080 Mono: Make missing default constructor error more foolproof 2019-04-04 16:56:02 -04:00
Ignacio Etcheverry
5e354162f1 C#: Update exports only in the editor 2019-03-13 16:26:47 +01:00
Ignacio Etcheverry
a4825c2f8b Fix CSharpInstance::set not working with base classes 2019-03-08 00:12:19 +01:00
Rémi Verschelde
6ee3002237
Merge pull request #26773 from neikeq/issue-26628
Mono: Fix crash with exported field of custom Reference derived type
2019-03-07 22:54:03 +01:00
Ignacio Etcheverry
c5f8b0960a Mono: Fix crash with exported field of custom Reference derived type 2019-03-07 22:38:31 +01:00
Ignacio Etcheverry
8e2e0795bb Mono: Partially implement some Godot debug api functions
Debug breaks sent with debug_break and debug_break_parse should display correctly in the Godot debugger now.
2019-03-07 21:02:57 +01:00
Ignacio Etcheverry
4c0b0a6bdd
Merge pull request #26765 from neikeq/issue-25959
Mono: Fix crash when re-using script binding after domain reloading
2019-03-07 20:50:37 +01:00
Ignacio Etcheverry
e904f814c8 Mono: Fix crash when re-using script binding after domain reloading 2019-03-07 19:55:40 +01:00
Sebastian Hartte
f8a6a6c8a2 Update scripts exports even when normal script instances are created to better support tool scripts with exported variables. 2019-03-07 18:52:43 +01:00
Ignacio Etcheverry
22b41ab2fe Mono: Fail on script instance creation if constructor was not found
Previously this would result in NULL dereferencing. Now we fail with an error.
2019-02-28 23:22:46 +01:00
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
marxin
8d51618949 Add -Wshadow=local to warnings and fix reported issues.
Fixes #25316.
2019-02-20 19:44:12 +01:00
Ignacio Etcheverry
9df44c2d2c Use script instance binding for objects constructed from C#
Only possible if the object class is a "native type". If the object class is a user class (that derives a "native type") then a script is needed.
Since CSharpLanguage does cleanup of script instance bindings when finished, cases like #25621 will no longer cause problems.

Fixed ~Object() trying to free script instance bindings after the language has already been removed, which would result in a NULL dereference.
2019-02-09 00:32:18 +01:00
Ignacio Etcheverry
3233083f63 Mono: Lifetime fixes for CSharpInstance and instance binding data
Avoid CSharpInstance from accessing its state after self destructing (by deleting the Reference owner).
It's now safe to replace the script instance without leaking or crashing.

Also fixed godot_icall_Object_weakref return reference being freed before returning.
2019-02-03 06:47:25 +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
Ignacio Etcheverry
b48dd1bdaf C#: Fix crash due to missing gchandle ref null check 2019-01-17 23:15:20 +01:00
Rémi Verschelde
658296856c
Merge pull request #24877 from neikeq/issue-24280
Fix properties being lost when reloading placeholder GDScript instance
2019-01-10 18:02:57 +01:00
Ignacio Etcheverry
ea85ff0dc2 Fix properties being lost when reloading placeholder GDScript instance
During reloading in `GDScriptLanguage::reload_all_scripts` a placeholder instance that must remain so is replaced with a new placeholder instance. The state is then restored by calling `ScriptInstance::set` for each property. This does not work if the script is missing the properties due to build/parse failing.
The fix for such cases is to call `placeholder_set_fallback` instead of `set` on the script instance.

I took this chance to move the `build_failed` flag from `PlaceHolderScriptInstance` to `Script`. That improves the code a lot. I also renamed it to `placeholder_fallback_enabled` which is a much better name (`build_failed` could lead to misunderstandings).
2019-01-10 01:58:50 +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
Ben Rog-Wilhelm
b26487a2b4 Tweaks after feedback 2018-12-08 00:54:12 -08:00
Ben Rog-Wilhelm
f13f2d512f Implement CSharpScript::get_script_method_list and related functionality. 2018-12-07 23:54:40 -08:00
Ignacio Etcheverry
f6f2be7577 Fix crash due to ~CSharpInstance() being called on freed instance
This would be the case when calling SetScript on an object with a C# script.
2018-12-01 02:28:24 +01:00
Ignacio Etcheverry
5fd3ef4e78 Implement CSharpScript::is_valid() 2018-11-30 21:45:44 +01:00
Ignacio Etcheverry
989b93d6a4
Merge pull request #24091 from neikeq/ii
C#: Improve tool script support and fix reloading issues
2018-11-30 21:39:13 +01:00
Ignacio Etcheverry
b9b7dcdf00 C#: Improve tool script support and fix reloading issues 2018-11-30 20:43:06 +01:00
Juan Linietsky
3a93499f89 Allow signal connecting even if script is invalid (only when compiled with tools), fixes #17070 2018-11-27 19:55:37 -03:00
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
b42f7b7fae C#: Fix crash when disposing Reference on domain finalize 2018-10-25 17:21:42 +02:00
Aaron Franke
4f7b33cdcf Remove redundant "== false" code
Some of this code has been re-organized.
f
2018-10-06 16:20:41 -04:00
Aaron Franke
37386f112b Remove redundant "== true" code
If it can be compared to a boolean, it can be evaluated as one in-place.
2018-10-06 16:12:36 -04:00
Ignacio Etcheverry
50fd5ef3b5 Mono: Fix not creating generic Array or Dictionary where expected 2018-09-27 00:11:31 +02:00
Fabio Alessandrelli
1e9b46d687 Clearly deprecate sync too in favor of remotesync.
NOTE: This changes the RPC_MODE_* enum values.
Games should be re-exported. GDNative rebuilt.
2018-09-15 00:06:03 +02:00
Fabio Alessandrelli
d6b31daec6 Rename slave keyword to puppet
The slave keyword will still be available as deprecated in 3.1 but will
be dropped from future releases.
2018-09-15 00:06:03 +02:00
Ignacio Etcheverry
5e57beebb1 Mono: Fix build regression due to wrong return type 2018-09-12 21:08:18 +02:00
Ignacio Etcheverry
6ae47ff19b C#: Fix explicit enum values when exporting member 2018-09-12 18:54:20 +02:00
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
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
Ignacio Etcheverry
b1356a3590 Cleanup of c# api files and bindings generator
- We no longer generate RID and NodePath C# classes. Both will be maintained manually.
- We no longer generate C# declarations and runtime registration of internal calls for the following classes: RID, NodePath, String, GD, SignalAwaiter and Godot.Object (partial base).
- We no longer auto-generate the base members of Godot.Object. They will be maintained manually as a partial class.

This makes it easier to maintain these C# classes and their internal calls, as well as the bindings generator which no longer generates C# classes that don't derive from Godot Object, and it no longer generates the Godot.Object base members (which where unreadable in the bindings generator code).

- Added missing 'RID(Object from)' constructor to the RID C# class.
- Replaced MONO_GLUE_DISABLED constant macro with MONO_GLUE_ENABLED.
- Add sources in module/mono/glue even if glue is disabled, but surround glue files with ifdef MONO_GLUE_ENABLED.
2018-09-12 03:23:45 +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
Rémi Verschelde
de59fe04e7 Add print_verbose to print to stdout only in verbose mode
Equivalent of the cumbersome:
if (OS::get_singleton()->is_stdout_verbose())
	print_line(msg);
2018-08-24 09:23:20 +02:00
Ignacio Etcheverry
908a30964a Notify instance binding data api of refcount increment/decrement 2018-08-23 01:38:48 +02:00
Ignacio Etcheverry
f3c7527225 Fix case where exported properties value is lost
Fixes exported property modified values lost when creating a placeholder script instance with a failed script compilation

- Object set/get will call PlaceHolderScriptInstance's new fallback set/get methods as a last resort. This way, placeholder script instances can keep the values for storage or until the script is compiled successfuly.
- Script::can_instance() will only return true if a real script instance can be created. Otherwise, in the case of placeholder script instances, it will return false.
- Object::set_script(script) is now in charge of requesting the creation of placeholder script instances. It's no longer Script::instance_create(owner)'s duty.
- PlaceHolderScriptInstance has a new method set_build_failed(bool) to determine whether it should call into its script methods or not.
- Fixed a few problems during reloading of C# scripts.
2018-07-29 22:40:12 +02:00
Hein-Pieter van Braam
0e29f7974b Reduce unnecessary COW on Vector by make writing explicit
This commit makes operator[] on Vector const and adds a write proxy to it.  From
now on writes to Vectors need to happen through the .write proxy. So for
instance:

Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;

Failing to use the .write proxy will cause a compilation error.

In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.

_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
2018-07-26 00:54:16 +02:00
Ignacio Etcheverry
762c912e8e Fix continuous attempt to reload domain with API assemblies out of sync 2018-07-25 21:54:21 +02:00
Ignacio Etcheverry
f1130f9a8a Mono: Fix domain reload never triggering 2018-07-25 21:31:02 +02:00
Ignacio Etcheverry
8edf85b09c Fix '!valid' error spam on C# script instance create 2018-07-25 21:30:49 +02:00
Ignacio Etcheverry
5aefe5d936 Mono: Fix null dereferences 2018-07-25 21:30:11 +02:00
Ignacio Etcheverry
779c9d638e
Merge pull request #15880 from neikeq/better-collections
Mono: Add Dictionary and Array classes
2018-07-23 23:59:04 +02:00
Rémi Verschelde
df170d81cc Mono: Default to not shipping C# scripts content
Fixes #20053.
2018-07-22 17:28:17 +02:00
Ignacio Etcheverry
ee3c476c9a Add Array and Dictionary wrapper classes to C# 2018-07-20 01:44:30 +02:00
Ignacio Etcheverry
02372bfdf7
Merge pull request #19872 from exts/export_signals
Mono: Fixes annotated signal loading in exported binaries
2018-07-04 21:30:49 +02:00
=
489c9adf03 Mono: Fixes annotated signal loading in exported binaries 2018-07-03 22:12:27 -05:00
Ignacio Etcheverry
ac9e736b06
Merge pull request #16987 from neikeq/pending-exceptions
Mono: Pending exceptions and cleanup
2018-07-04 03:45:10 +02:00
Ignacio Etcheverry
4739cb8c00 Mono: Pending exceptions and cleanup 2018-07-04 03:08:29 +02:00
Kelly Thomas
88b89c2084 Changes to default C# script template (#19940) 2018-07-04 03:00:07 +02:00
Michael Alexsander Silva Dias
fd17b960e9 Small changes to the comments in the script templates. 2018-06-11 02:04:51 -03:00
Rémi Verschelde
6e32a2886f
Merge pull request #18792 from PJB3005/18-05-11-objectdb-verbose-mono
Fixes ObjectDB leak printout with mono.
2018-06-05 10:03:11 +02:00
Fabio Alessandrelli
8e35d937a9 New sync keywords in GDScript, NativeScript, Mono 2018-05-29 20:26:41 +02:00
Fabio Alessandrelli
1400f6fdc4 Refactor RPCMode enum and checks 2018-05-29 20:26:41 +02:00
Max Hilbrunner
4c69a495c9
Revert "RPCMode refactor, more sync modes" 2018-05-29 11:47:52 +02:00
Fabio Alessandrelli
a5e8a3be5e New sync keywords in GDScript, NativeScript, Mono 2018-05-26 10:49:33 +02:00
Fabio Alessandrelli
9de4ffde61 Refactor RPCMode enum and checks 2018-05-26 10:43:43 +02:00
Ignacio Etcheverry
64c903580e
Merge pull request #19149 from neikeq/x
Mono: Improve 'script class not found' error
2018-05-24 20:38:18 +02:00
Ignacio Etcheverry
c8945fe7d8 Mono: Improve 'script class not found' error
No longer printed when using using placeholder script instances (for non-tool scripts in the editor).
Print different error if the project assembly is not loaded
2018-05-24 20:16:23 +02:00
Michael Alexsander Silva Dias
4e257293d9 Capitalized comments of methods created by the Connect Signal dialog. 2018-05-23 18:11:00 -03:00
Juan Linietsky
005b69cf6e -New inspector.
-Changed UI resizing code, gained huge amount of speed.
-Reorganized timer sync to clean up behavior (sorry forgot commit this before)

-
2018-05-15 17:14:31 -03:00
Pieter-Jan Briers
27d70924a0 Fixes ObjectDB leak printout with mono.
Fixes #18767
2018-05-11 13:50:56 +02:00
Michael Alexsander Silva Dias
093b069bf6 Changed periods in the script templates. 2018-05-02 11:42:09 -03:00
Ignacio Etcheverry
f8ce412560 Mono: Do not spam script class not found error
Print this error only when trying to instantiate the script. This way we prevent errors being printed for source files which are not meant to be used as scripts.
2018-04-24 20:46:57 +02:00
Ignacio Etcheverry
89e84185e8 Mono: Fix crash on script load if the scripts domain isn't loaded 2018-04-24 20:46:53 +02:00
Andreas Haas
700d07cf7c
Mono: Avoid invalid class names.
Disallow reserved keywords as class names and prefix base class with the Godot
namespace if it's the same as the class name.

Fixes #12483
2018-03-15 19:25:06 +01:00
Ignacio Etcheverry
f37090ccf4 Mono: Better versioning and gracefully unloading of Godot API assemblies 2018-02-25 20:56:27 +01:00
Rémi Verschelde
08584b7e22
Merge pull request #16804 from Valentactive/fix_mono_template_compiling
fix template builds with mono
2018-02-25 10:11:10 +01:00
Michele Valente
3c7d9001bc fix release builds with mono
"_signals" and "signals_invalidated" were moved out of the
"TOOLS_ENABLED" directive. Updated also the two "update_signals" and
"_update_signals" methods so it makes sense.
2018-02-22 21:23:47 +01:00