Commit Graph

222 Commits

Author SHA1 Message Date
Fabio Alessandrelli
b8ddaf9c33 Refactor ScriptDebugger.
EngineDebugger is the new interface to access the debugger.
It tries to be as agnostic as possible on the data that various
subsystems can expose.

It allows 2 types of interactions:

- Profilers:
  A subsystem can register a profiler, assigning it a unique name.
  That name can be used to activate the profiler or add data to it.
  The registered profiler can be composed of up to 3 functions:
    - Toggle: called when the profiler is activated/deactivated.
    - Add: called whenever data is added to the debugger
      (via `EngineDebugger::profiler_add_frame_data`)
    - Tick: called every frame (during idle), receives frame times.

- Captures: (Only relevant in remote debugger for now)
  A subsystem can register a capture, assigning it a unique name.
  When receiving a message, the remote debugger will check if it starts
  with `[prefix]:` and call the associated capture with name `prefix`.

Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new
profiler system.

Port SceneDebugger and RemoteDebugger to the new capture system.
The LocalDebugger also uses the new profiler system for scripts
profiling.
2020-03-08 12:36:39 +01:00
Fabio Alessandrelli
540ca05a80 Threaded networking for editor debugger. 2020-03-08 12:16:09 +01:00
Pedro J. Estébanez
18fbdbb456 Reimplement Mutex with C++'s <mutex>
Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- Thread-safe utilities are therefore simpler now.

Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-26 20:40:10 +01:00
Juan Linietsky
33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
Fabio Alessandrelli
cbc450c0e5 Huge Debugger/EditorDebugger refactor. 2020-02-21 11:12:03 +01:00
Juan Linietsky
3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Juan Linietsky
867d073b98 Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr. 2020-02-15 08:36:04 -03:00
Rémi Verschelde
1f39a2d3e6 Remove deprecated sync and slave networking keywords
Those keywords were deprecated for 3.1 in #22087.

Also fix token name for `TK_REMOTE`, should be "remote" like the keyword.
2020-02-13 08:59:36 +01:00
unknown
4aac44f173 Remove the last ERR_PRINTS that was missed by #33391 2020-02-07 00:15:46 +05:30
Marcel Admiraal
f0db13502a Remove duplicate WARN_PRINT macro. 2020-02-05 11:13:24 +01:00
Marcel Admiraal
5af3b4ca27 Remove duplicate ERR_PRINT macro. 2020-02-05 11:13:24 +01:00
Ignacio Etcheverry
d68b9c20d6 Mono/C#: Script interface calls now attach the current thread
Added guards to all C# script interface calls to attach the current thread
for the current scope if the thread is not already attached.
This is far from ideal, as attaching the thread is not cheap and all managed
thread local storage is lost when we detach the thread at the end of the calls.
However, it's the best we can do for now to avoid crashing
when an unattached thread tries to interact with C# code.
2020-01-16 17:47:36 +01:00
Rémi Verschelde
9b8d1383ce Mono: Fix parsing assembly names as UTF-8
Fixes #27185.
2020-01-15 11:51:03 +01:00
Ignacio Etcheverry
a6a5ef0fd6 Mono/C#: Add error checks to detect possible Reference leaks 2020-01-13 21:00:07 +01:00
Ignacio Etcheverry
844a8d215b Mono/C#: Make 'GD.Print' and its variants fallback to 'ToString()'
Up until now, 'GD.Print' would convert parameters first to
Variant and only then to String. This meant parameters that cannot be
converted to Variant would be printed as "Null".
This commit makes 'GD.Print' fallback to 'System.Object.ToString()'
if the parameter could not be converted to Variant.
The same applies to all 'GD.Print' variants:
'GD.PrintS', 'GD.PrintT', 'GD.PrintErr' and 'GD.PrintRaw'.
2020-01-02 13:54:20 +01:00
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Ignacio Etcheverry
0ef635c0e3 Mono/C#: Fix memory leak with new Reference instances created from C# 2019-12-25 19:33:59 +01:00
Rémi Verschelde
2a4c528d06
Merge pull request #34465 from neikeq/no-hardcode-debugger-wait
Mono/C#: Remove hard-coded debugger wait at initialization
2019-12-19 21:27:59 +01:00
Ignacio Etcheverry
f3c6c63b94 Mono/C#: Remove hard-coded debugger wait at initialization
Up until now debug builds would always wait up to 500 ms during initialization
to give time for debuggers to attach to the game.
We no longer want this as it increases startup time unnecesarily.
The way forward is to setup the debugger agent as client instead of server.
This way it's the game that connect to the debugger, not the other way around.
If server mode is still desired, suspend=y can be used to indefinitely wait
for the debugger to attach. This all can be specified with the environment
variable 'GODOT_MONO_DEBUGGER_AGENT' when launching the game.
2019-12-19 17:07:20 +01:00
Ignacio Etcheverry
98dc07f25f Mono/C#: Fix Variant -> MonoString* when type is Variant:NIL
`Variant::operator String()` returns "Null" if the type is `Variant:NIL`.
We must consider that and return a null `MonoString*` instead when marshalling.
This was also causing a "Null" error to be displayed when exporting a game
because null string members would be set to "Null" during hot-reload.
2019-12-19 16:51:32 +01:00
Rémi Verschelde
c3ea4ea9b7
Merge pull request #34382 from van800/profiler
Allow attaching any external profiler, including JetBrains dotTrace
2019-12-16 22:00:36 +01:00
Ivan Shakhov
7c64779516 Allow attaching any external profiler, including JetBrains dotTrace 2019-12-16 20:34:30 +01:00
Rémi Verschelde
a866028a7a Mono: Enable threads suspend workaround on Windows
This appears to be necessary for current official builds cross-compiled
with MinGW from Linux, using Mono 6.6.0.160.

Follow-up to #31784, see #29812 for details.
2019-12-16 15:40:26 +01:00
Rémi Verschelde
9f68626fb2 doc: Sync classref with current source
Also apply clang-format.
2019-12-13 10:41:06 +01:00
Ignacio Etcheverry
066ae9d83b Mono/C#: Several android fixes
- Added correct config file for android dllmaps.
- Fix __Internal DllImports with a dlopen fallback.
- Add missing P/Invoke functions and internal calls expected by the monodroid BCL and our custom version of the 'Android.Runtime.AndroidEnvironment' class (this last one can be found in the godot-mono-builds repo).
- Make sure to set 'btls' instead of 'legacy' as the default TLS provider on Android.
2019-12-04 19:03:42 +01:00
Ignacio Etcheverry
66de28eda8 Mono/C#: Add option to export assemblies outside of PCK
When using this options, assemblies will be saved in the Assemblies folder of the  data directory: 'data_AppName/Assemblies/'.
2019-11-29 00:36:05 +01:00
Rémi Verschelde
c41c24562d Style: Add missing copyright headers 2019-11-22 08:37:09 +01:00
Ignacio Etcheverry
2b67924a0b Mono/C#: Initial exporter support for AOT compilation 2019-11-15 03:22:18 +01:00
Ignacio Etcheverry
de7c2ad21b Mono/C#: WebAssembly support 2019-11-13 21:41:11 +01:00
Ignacio Etcheverry
8a0c0371d4 C#: Fix regression from #32732 caused a crash on domain reload 2019-10-12 21:27:56 +02:00
Rémi Verschelde
3cc94b2c0b Mono: Fix template build after #32732 2019-10-11 15:17:36 +02:00
Ignacio Etcheverry
8c438a2197 C#: Fix detection of outdated release Godot API assemblies 2019-10-11 01:46:06 +02:00
Ignacio Roldán Etcheverry
763a4d8402
Merge pull request #32401 from neikeq/Kisaama!
Mono: Don't compare API hashes on release builds
2019-09-28 03:31:37 +02:00
Ignacio Etcheverry
1509890dbc Mono: Don't compare API hashes on release builds
API hashes cannot be calculated on release builds, as bindings information is lacking. Therefore, we should not be comparing it with the generated glue hash as they will never match.
2019-09-28 01:07:57 +02:00
Rémi Verschelde
e067a54988
Merge pull request #32353 from neikeq/yamero
Mono: Improve API assembly load error message on exported games
2019-09-26 07:31:03 +02:00
Rémi Verschelde
0a10e07124
Merge pull request #32352 from neikeq/issue-32237
Mono: Don't use project settings for debugger agent on exported games
2019-09-26 07:29:25 +02:00
Ignacio Etcheverry
2325fb11a8 Mono: Improve API assembly load error message on exported games 2019-09-25 22:32:39 +02:00
Ignacio Etcheverry
5ff4e0516b Mono: Don't use project settings for debugger agent on exported games 2019-09-25 22:03:24 +02:00
Rémi Verschelde
dec10dd776
Merge pull request #32051 from qarmin/some_error_explanation
Added some obvious errors explanations
2019-09-25 11:51:54 +02:00
qarmin
17732fe698 Added some obvious errors explanations 2019-09-25 10:28:50 +02:00
Ignacio Etcheverry
95c685143a C#: Make sure cs_glue_version is present when building export templates 2019-09-20 17:41:20 +02:00
Ignacio Etcheverry
3dcd7e54f4 Mono: Fix unable to create log file due to str_format bug 2019-09-08 19:40:17 +02:00
Ignacio Etcheverry
5a6070dde3 Mono: Force preemptive thread suspend mode as a temporary workaround 2019-08-30 01:33:50 +02:00
Rémi Verschelde
538328898b Style: Fix copyright headers in new files 2019-08-28 09:19:52 +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