Commit Graph

196 Commits

Author SHA1 Message Date
Ignacio Roldán Etcheverry 186d7f6239 C#: Remove IL post-processor build dependency
We were using it to workaround a limitation of `Unsafe.AsPointer` and
`ref struct`s. However, we can get the same result with some tricks,
since we have control over the declaration of these structs.
2022-08-22 03:36:52 +02:00
Ignacio Roldán Etcheverry 0c30c678f0 C#: Re-introduce generic Godot Array and Dictionary
This new version does not support the following type arguments:

- Generic types
- Array of Godot Object (Godot.Object[]) or derived types

The new implementation uses delegate pointers to call the Variant
conversion methods. We do type checking only once in the static
constructor to get the conversion delegates.
Now, we no longer need to do type checking every time, and we no
longer have to box value types.
This is the best implementation I could come up with, as C# generics
don't support anything similar to C++ template specializations.
2022-08-22 03:36:52 +02:00
Ignacio Roldán Etcheverry 3123be2384 C#: Array, Dictionary and marshaling refactoring
- Array and Dictionary now store `Variant` instead of `System.Object`.
- Removed generic Array and Dictionary.
  They cause too much issues, heavily relying on reflection and
  very limited by the lack of a generic specialization.
- Removed support for non-Godot collections.
  Support for them also relied heavily on reflection for marshaling.
  Support for them will likely be re-introduced in the future, but
  it will have to rely on source generators instead of reflection.
- Reduced our use of reflection.
  The remaining usages will be moved to source generators soon.
  The only usage that I'm not sure yet how to replace is dynamic
  invocation of delegates.
2022-08-22 03:36:52 +02:00
Ignacio Roldán Etcheverry 344f5028d4 C#: Add dedicated Variant struct, replacing System.Object 2022-08-22 03:36:52 +02:00
Ignacio Roldán Etcheverry a9892f2571 C#: Add source generator for method list 2022-08-22 03:36:52 +02:00
Ignacio Roldán Etcheverry 97713ff77a C#: Add source generator for signals as events
Changed the signal declaration signal to:

```
// The following generates a MySignal event
[Signal] public delegate void MySignalEventHandler(int param);
```
2022-08-22 03:36:52 +02:00
Ignacio Roldán Etcheverry f033764ffe C#: Refactor Array & Dictionary interface implementations 2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry e235cef09f C#: Re-implement assembly reloading with ALCs 2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry d78e0a8426 C#: Make GodotSharp API a NuGet package
In the past, the Godot editor distributed the API assemblies and
copied them to project directories for projects to reference them.
This changed with the move to .NET 5/6. Godot no longer copies the
assemblies to project directories. However, the project Sdk still
tried to reference them from the same location.
From now on, the GodotSharp API is distributed as a NuGet package,
which the Sdk can reference.

Added an option to `build_assemblies.py` to copy all Godot NuGet
packages to an existing local NuGet source. This will be needed
during development, while packages are not published to a remote
NuGet repository.
This option also makes sure to remove packages of the same version
installed (~/.nuget/packages). Very useful during development, when
packages change, to make sure the package being used by a project is
the same we just built and not one from a previous build.

A local NuGet source can be created like this:

```
mkdir ~/MyLocalNuGetSource && \
dotnet nuget add source ~/MyLocalNuGetSource/ -n MyLocalNuGetSource
```
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry 4b90d16250 C#: Initial NativeAOT support
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
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry 18f805b3aa C#: Upgrade to .NET 6 (5.0 -> 6.0) 2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry e22dd3bc6a C#: Static marshaling for bindings and source generators
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.
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry 778007a358 C#: Re-introduce exception logging and error stack traces in editor
These two had been disabled while moving to .NET 5, as the previous
implementation relied on Mono embedding APIs.
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry 67db89988d C#: Ensure we only create one CSharpScript per type
Previously, for each scripts class instance that was created from code
rather than by the engine, we were constructing, configuring and
assigning a new CSharpScript.
This has changed now and we make sure there's only one CSharpScript
associated to each type.
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry 92503ae8db C#: Add source generator for properties and exports default values
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.
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry 88e367a406 C#/netcore: Add base desktop game export implementation
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.
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry f88d8902cf C#: Ensure native handles are freed after switch to .NET Core
Finalizers are longer guaranteed to be called on exit now that
we switched to .NET Core. This results in native instances leaking.

The only solution I can think of so far is to keep a list of all
instances alive to dispose when the AssemblyLoadContext.Unloading
event is raised.
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry 4d710bf659 C#: Add initial implementation of source generator for script members
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.
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry e5e7a795b1 C#: Code cleanup and greatly reduce use of C# pointers 2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry f9a67ee9da C#: Begin move to .NET Core
We're targeting .NET 5 for now to make development easier while
.NET 6 is not yet released.

TEMPORARY REGRESSIONS
---------------------

Assembly unloading is not implemented yet. As such, many Godot
resources are leaked at exit. This will be re-implemented later
together with assembly hot-reloading.
2022-08-22 03:35:59 +02:00
Ignacio Roldán Etcheverry 513ee857a9 C#: Restructure code prior move to .NET Core
The main focus here was to remove the majority of code that relied on
Mono's embedding APIs, specially the reflection APIs. The embedding
APIs we still use are the bare minimum we need for things to work.
A lot of code was moved to C#. We no longer deal with any managed
objects (`MonoObject*`, and such) in native code, and all marshaling
is done in C#.

The reason for restructuring the code and move away from embedding APIs
is that once we move to .NET Core, we will be limited by the much more
minimal .NET hosting.

PERFORMANCE REGRESSIONS
-----------------------

Some parts of the code were written with little to no concern about
performance. This includes code that calls into script methods and
accesses script fields, properties and events.
The reason for this is that all of that will be moved to source
generators, so any work prior to that would be a waste of time.

DISABLED FEATURES
-----------------

Some code was removed as it no longer makes sense (or won't make sense
in the future).
Other parts were commented out with `#if 0`s and TODO warnings because
it doesn't make much sense to work on them yet as those parts will
change heavily when we switch to .NET Core but also when we start
introducing source generators.
As such, the following features were disabled temporarily:
- Assembly-reloading (will be done with ALCs in .NET Core).
- Properties/fields exports and script method listing (will be
  handled by source generators in the future).
- Exception logging in the editor and stack info for errors.
- Exporting games.
- Building of C# projects. We no longer copy the Godot API assemblies
  to the project directory, so MSBuild won't be able to find them. The
  idea is to turn them into NuGet packages in the future, which could
  also be obtained from local NuGet sources during development.
2022-08-22 03:35:59 +02:00
Ignacio Roldán Etcheverry 5e37d073bb C#: Re-write GD and some other icalls as P/Invoke 2022-08-22 03:35:59 +02:00
Ignacio Roldán Etcheverry 9a51430441 C#: Re-write Array, Dictionary, NodePath, String icalls as P/Invoke 2022-08-22 03:35:59 +02:00
Ignacio Roldán Etcheverry c4ccabd3fb C#: Remove DynamicGodotObject/Object.DynamicObject
We are moving in the direction of no dynamic code generation,
so this is no longer desired.

The feature can still be easily implemented by any project that
still want it.
2022-08-22 03:35:59 +02:00
Ignacio Roldán Etcheverry 124fbf95f8 C#: Move marshaling logic and generated glue to C#
We will be progressively moving most code to C#.
The plan is to only use Mono's embedding APIs to set things at launch.
This will make it much easier to later support CoreCLR too which
doesn't have rich embedding APIs.

Additionally the code in C# is more maintainable and makes it easier
to implement new features, e.g.: runtime codegen which we could use to
avoid using reflection for marshaling everytime a field, property or
method is accessed.

SOME NOTES ON INTEROP

We make the same assumptions as GDNative about the size of the Godot
structures we use. We take it a bit further by also assuming the layout
of fields in some cases, which is riskier but let's us squeeze out some
performance by avoiding unnecessary managed to native calls.

Code that deals with native structs is less safe than before as there's
no RAII and copy constructors in C#. It's like using the GDNative C API
directly. One has to take special care to free values they own.
Perhaps we could use roslyn analyzers to check this, but I don't know
any that uses attributes to determine what's owned or borrowed.

As to why we maily use pointers for native structs instead of ref/out:
- AFAIK (and confirmed with a benchmark) ref/out are pinned
  during P/Invoke calls and that has a cost.
- Native struct fields can't be ref/out in the first place.
- A `using` local can't be passed as ref/out, only `in`. Calling a
  method or property on an `in` value makes a silent copy, so we want
  to avoid `in`.

REGARDING THE BUILD SYSTEM

There's no longer a `mono_glue=yes/no` SCons options. We no longer
need to build with `mono_glue=no`, generate the glue and then build
again with `mono_glue=yes`. We build only once and generate the glue
(which is in C# now).
However, SCons no longer builds the C# projects for us. Instead one
must run `build_assemblies.py`, e.g.:
```sh
%godot_src_root%/modules/mono/build_scripts/build_assemblies.py \
        --godot-output-dir=%godot_src_root%/bin \
        --godot-target=release_debug`
```
We could turn this into a custom build target, but I don't know how
to do that with SCons (it's possible with Meson).

OTHER NOTES

Most of the moved code doesn't follow the C# naming convention and
still has the word Mono in the names despite no longer dealing with
Mono's embedding APIs. This is just temporary while transitioning,
to make it easier to understand what was moved where.
2022-08-22 03:35:59 +02:00
antonWetzel 40a1d6d100 vector4 distance_squared_to and update csharp 2022-08-09 01:59:17 +02:00
Raul Santos 83ffe70f1f
Various fixes to C# documentation 2022-08-07 19:18:04 +02:00
Aaron Franke 19a4d75b44
Replace Vector3.ToDiagonalMatrix with Basis.FromScale in C# 2022-08-03 10:24:22 -05:00
Fabian Keller f242f9c738 Fix consistency of translated/scaled/rotated in Transform2D and Transform3D 2022-08-02 23:38:14 +02:00
Raul Santos a4ad1dfa51
C#: Remove unused `Transform2D.ScaleBasis` method 2022-08-01 20:56:29 +02:00
Raul Santos d0e586fc7e
Rename math 'phi' arguments to 'angle' in C# 2022-08-01 02:42:20 +02:00
antonWetzel 87ebfff46d create vector4, vector4i and projection for csharp 2022-07-31 19:42:34 +02:00
Aaron Franke ab4b5af286
Fix TranslatedLocal method in C# affecting the original transform 2022-07-30 11:54:35 -05:00
Rémi Verschelde 14d021287b
Merge pull request #63049 from Faless/mp/4.x_as_module 2022-07-28 20:46:31 +02:00
Rémi Verschelde 199ea349f5
Merge pull request #57698 from bluenote10/feature/rename_translated_to_translated_local 2022-07-28 10:03:07 +02:00
Fabio Alessandrelli ca7d572908 [Net] Modularize multiplayer, expose MultiplayerAPI to extensions.
- RPC configurations are now dictionaries.
- Script.get_rpc_methods renamed to Script.get_rpc_config.
- Node.rpc[_id] and Callable.rpc now return an Error.
- Refactor MultiplayerAPI to allow extension.
- New MultiplayerAPI.rpc method with Array argument (for scripts).
- Move the default MultiplayerAPI implementation to a module.
2022-07-26 09:31:12 +02:00
Yuri Rubinsky ccc56cc6d4 Rename `epsilon` to `tolerance` in the `Plane::has_point` method 2022-07-21 20:15:15 +03:00
Fabian Keller 2bf9e6090c rename translate(d) to translate(d)_local in Transform 2D/3D 2022-07-16 11:47:54 +02:00
Lerg 52adbb763e Fix documentation for C# Vector2/3i classes.
The / operator was wrongly documented as a multiplication.
2022-07-13 22:49:22 +02:00
Rémi Verschelde 31974aaae2
Merge pull request #62805 from raulsntos/csharp-rpc 2022-07-07 17:21:51 +02:00
Raul Santos 8131358b71
C#: New `RPCAttribute`
Replace old RPC attributes with a new single `RPCAttribute` which works
like the GDScript `@rpc` annotation.
2022-07-07 04:10:38 +02:00
Raul Santos 71f99c6d40
C#: Add `BezierInterpolate` method
Adds a `BezierInterpolate` method for floats in `Mathf` and for vectors
in `Vector2` and `Vector3`.
2022-07-06 21:59:42 +02:00
Silc Renew dc43cfc830 implement bone renamer in importer 2022-07-01 03:55:28 +09:00
Voylin c6291bcd8a Adding print_rich for printing with BBCode 2022-06-29 00:41:29 +09:00
Paul Joannon ee95a1cb28
Fix Lerp documentation and implement RangeLerp 2022-06-16 13:56:32 +02:00
Joshua Quinones 003ad31ed5
Added documentation comments to the .NET library
Comments have been added for the following:
modules/mono/glue/GodotSharp/GodotSharp/Core/GodotTaskScheduler.cs
modules/mono/glue/GodotSharp/GodotSharp/Core/GodotSynchronizationContext.cs
modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/AssemblyHasScriptsAttribute.cs
modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/DisableGodotGeneratorsAttribute.cs
modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/ExportAttribute.cs
modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/GodotMethodAttribute.cs
modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/ScriptPathAttribute.cs
2022-06-11 21:37:40 -05:00
Raul Santos 329818f20b
Support explicit values in flag properties, add C# flags support
- Add support for explicit values in properties using `PROPERTY_HINT_FLAGS`
that works the same way it does for enums.
- Fix enums and flags in VisualScriptEditor (it wasn't considering the
explicit value).
- Use `PROPERTY_HINT_FLAGS` for C# enums with the FlagsAttribute instead
of `PROPERTY_HINT_ENUM`.
2022-06-03 05:19:01 +02:00
Rémi Verschelde e7a58a7eb6 Core: Rename math 'phi' arguments to 'angle' 2022-05-05 14:17:39 +02:00
Aaron Franke 89c4990274
Fix Slerp C# docs and add test cases for vectors in the same direction 2022-03-12 13:20:55 -06:00
Berke Kocaoğlu 20d72e462b
Implement `Deconstruct` methods for C# vectors
See https://docs.microsoft.com/en-us/dotnet/csharp/fundamentals/functional/deconstruct#user-defined-types
2022-03-06 11:16:30 +03:00