Commit Graph

328 Commits

Author SHA1 Message Date
Rémi Verschelde b9a59f60c1
Mono: Fix build after #52940
Chose to pass unhandled exceptions to the toaster, we might want to reconsider
if those are already reported somewhere else (e.g. in the Mono panel).
2021-10-20 11:07:20 +02:00
Ignacio Roldán Etcheverry cad05f012d C#: Fix property set call boxing value when unboxed was expected 2021-10-19 00:33:51 +02:00
Raul Santos bc47bacc9e Fix marshaling generic Godot.Object in C# 2021-10-18 03:07:47 +02:00
Raul Santos 035e14c69d Fix hint_string for C# enum arrays 2021-10-15 19:23:40 +02:00
Rémi Verschelde f113dc9863
Merge pull request #53627 from raulsntos/fix-list-marshal 2021-10-15 17:35:45 +02:00
Rémi Verschelde 6fb06ec47e
Merge pull request #53581 from raulsntos/mono-marshal-generics 2021-10-15 17:35:21 +02:00
Raul Santos ba4a88eaed Fix C# List<T> marshalling 2021-10-10 11:40:07 +02:00
Raul Santos 0be9664b42 Support marshaling generic Godot.Object
Allows using generic C# types in signals as long as they inherit
from `Godot.Object`.
2021-10-08 20:00:47 +02:00
Raul Santos 1f62d309d8 Support arrays of StringName, NodePath and RID in mono 2021-10-08 18:50:21 +02:00
Fabio Alessandrelli 24a949ea11 [Net] Rename RPC constants and annotation arguments.
any -> any_peer
sync -> call_local
ordered -> unreliable_ordered

Multiplayer.RPC_MODE_ANY -> RPC_MODE_ANY_PEER
Multiplayer.TRANSFER_MODE_ORDERED -> TRANSFER_MODE_UNRELIABLE_ORDERED
2021-10-01 18:14:38 +02:00
Edward Auttonberry c86ab40389 Update C# RPC attributes to share new Any/Auth naming convention
Update attribute class references in mono cache
2021-09-28 17:43:40 -04:00
Fabio Alessandrelli 64b9f30b92 [Net] Rename RPC "puppet" to "auth" (authority). Drop "master".
This commit completely removes the RPC_MODE_MASTER ("master" keyword),
and renames the RPC_MODE_PUPPET to RPC_MODE_AUTHORITY ("auth" keyword).

This commit also renames the "Node.[get|set]_network_master" methods to
"Node.[get|set]_network_authority".

This commit also renames the RPC_MODE_REMOTE constant to RPC_MODE_ANY.

RPC_MODE_MASTER in Godot 3.x meant that a given RPC would be callable by
any puppet peer on the master, while RPC_MODE_PUPPET meant that it would
be callable by the master on any puppet.

Beside proving to be very confusing to the user (referring to where it
could be called instead of who can call it) the RPC_MODE_MASTER is quite
useless. It is almost the same as RPC_MODE_REMOTE (anyone can call) with
the exception that the network master cannot. While this could be useful
to check in some case, in such a function you would anyway need to check
in code who is the caller via get_rpc_sender_id(), so adding the check
there for those rare cases does not warrants a dedicated mode.
2021-08-30 00:54:38 +02:00
Ignacio Roldán Etcheverry e95fa21b45
Merge pull request #47295 from omegachysis/script-bind-mutex
Fix race condition on `script_binding` in C#
2021-08-24 06:09:43 +02:00
Ignacio Roldán Etcheverry d2c3a86844 C#: Fix bindings generator for Callable argument default value
Previously there weren't any Callable arguments with a default value,
but d4dd859991 introduced one.
2021-08-20 11:18:04 +02:00
Max Hilbrunner 81f7d1890b Namespaces instead of underscore prefix for binds
Thanks to neikeq for the initial work.

Co-authored-by: Ignacio Roldán Etcheverry <neikeq@users.noreply.github.com>
2021-08-17 16:10:09 +02:00
Ignacio Roldán Etcheverry 5ea500e599 Fix C# native instance bindings after recent re-write
This was needed after: 4469144891
2021-08-16 17:16:36 +02:00
Raul Santos 3fe67fb5ad Use C++ iterators in the Mono module 2021-07-27 02:48:28 +02:00
Rémi Verschelde ac3322b0af
Use const references where possible for List range iterators 2021-07-25 12:22:25 +02:00
Aaron Franke 4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
Fabio Alessandrelli ddb68f76ff [Net] Single `rpc` annotation. "sync" no longer part of mode.
- Move the "sync" property for RPCs to RPCConfig.

- Unify GDScript annotations into a single one:
  - `@rpc(master)` # default
  - `@rpc(puppet)`
  - `@rpc(any)` # former `@remote`

- Implement three additional `@rpc` options:
  - The second parameter is the "sync" option (which also calls the
    function locally when RPCing). One of "sync", "nosync".
  - The third parameter is the transfer mode (reliable, unreliable,
    ordered).
  - The third parameter is the channel (unused for now).
2021-07-20 11:17:59 +02:00
reduz 4469144891 Redo how instance bindings work
* The harcoded 8 slots are no more and impose limits in the new extension system.
* New system is limitless, although it will impose small performance hit with a mutex.
* Use a token to request the instance binding.

**Warning**: Mono will most likely break as a result of this, will need to be modified to use the new system.
2021-07-08 17:08:12 -03:00
Lightning_A e28fd07b2b Rename `instance()`->`instantiate()` when it's a verb 2021-06-19 20:49:18 -06:00
Pedro J. Estébanez f59488e94e Improve & fix Mono build
- Fix C++ compile errors about pending variable renames after the `Reference` to `RefCount` change.
- Fix C# compile errors due to the recent rename of `EnablePlugin()` and `Build()`, which are now underscore-prefixed in bindings.
- Additional rename: `godot_icall_Reference_Dtor` to  `godot_icall_RefCounted_Dtor`.
2021-06-13 11:21:14 +02:00
Rémi Verschelde ac73059b56
Merge pull request #49123 from aaronfranke/it-is-time
Add a Time singleton
2021-06-12 22:55:25 +02:00
Pedro J. Estébanez 04688b92ff Rename Reference to RefCounted 2021-06-11 18:48:42 +02:00
Aaron Franke f64fea1b23
Add Time singleton 2021-06-11 09:32:39 -04:00
Rémi Verschelde 9e328bb5b7
Core: Move DirAccess and FileAccess to `core/io`
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
2021-06-11 14:52:39 +02:00
Marcel Admiraal 8acd13a456 Rename Quat to Quaternion 2021-06-04 18:14:32 +01:00
Aaron Franke 08a85352fb
Rename Variant TRANSFORM to TRANSFORM3D
Also _transform to _transform3d
2021-06-03 07:30:01 -04:00
Aaron Franke de3f6699a5
Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
Rémi Verschelde 5b16020846
Replace remaining uses of `NULL` with `nullptr`
Follow-up to #38736 (these uses were likely added after this PR was merged).
2021-04-29 11:53:27 +02:00
Hugo Locurcio 5d124c4a8f
Remove uses of `auto` for better readability and online code reviews
The current code style guidelines forbid the use of `auto`.

Some uses of `auto` are still present, such as in UWP code (which
can't be currently tested) and macros (where removing `auto` isn't
easy).
2021-04-26 14:59:28 +02:00
Ignacio Roldán Etcheverry 27a66ee528 C#: Fix `double` casting in wasm m2n trampolines
The trampolines were casting double to `size_t` (likely a copy-paste
mistake), so the value was getting truncated.
2021-04-17 05:45:52 +02:00
Matthew A. Robinson be4671534c Add mutex to protect script bindings 2021-03-23 09:37:27 -04:00
Rémi Verschelde 2274d4eebc
Mono: Fix Android build after #46900 2021-03-18 17:58:21 +01:00
Ev1lbl0w 838e7d0a8d
Replace malloc's with Godot's memalloc macro 2021-03-13 11:51:45 +00:00
Rémi Verschelde 26d1b30d35
Merge pull request #46174 from xill47/mono-appdomain-unhandled-exception-event
Added mono_unhandled_exception call to unhandled_exception hook
2021-03-08 13:26:47 +01:00
Ilya Kuznetsov 6061ff7ba1 Added mono_unhandled_exception call to unhandled_exception hook 2021-03-08 12:57:50 +01:00
Ignacio Etcheverry e2afe700f6 Add C# source generator for a new ScriptPath attribute
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.
2021-03-06 21:50:32 +01:00
Rafał Mikrut f7209b459b Initialize class/struct variables with default values in modules/ 2021-02-08 10:57:18 +01:00
Rémi Verschelde 5525cd85c6
Merge pull request #45315 from RandomShaper/modernize_thread
Modernize Thread
2021-01-31 15:24:56 +01:00
Pedro J. Estébanez 99fe462452 Modernize Thread
- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
2021-01-29 12:02:13 +01:00
Rémi Verschelde 9f6a2aa321
Merge pull request #45029 from neikeq/issue-40023
C#: Fix System.Collections.Generic.List marshalling
2021-01-26 15:30:44 +01:00
Rémi Verschelde 76c6007aa6
Cleanup: Remove executable bit from files which don't need it
Drop unused xpmfix.sh script.
2021-01-19 23:36:42 +01:00
magian1127 da234cdbc6 C # mono supports Unicode code 2021-01-19 21:44:07 +08:00
Rémi Verschelde af878716f2
CI: Update to clang-format 11 and apply ternary operator changes 2021-01-12 19:32:53 +01:00
Ignacio Etcheverry da90364adf C#: Fix System.Collections.Generic.List marshalling 2021-01-08 21:51:25 +01:00
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Rémi Verschelde 09212fba1e
Fix missed renamings from empty() to is_empty()
Those were missed in #44401 or added by later PRs.
2020-12-29 09:55:07 +01:00
Marcel Admiraal 5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00