Scripts that are instantiated at some point will always be recreated
if they ever become placeholders to prevent non-tool scripts
instantiated manually by users to become placeholders, if they
do become placeholders due to errors that prevent instantiation
(such as a missing parameterless constructor) these scripts
will also be recreated replacing the temporary placeholder.
If a script is marked as a tool but becomes a non-tool script
in a rebuild, the script will become a placeholder and will
no longer be considered applicable to be replaced by an instance
since the user explicitly removed the Tool attribute.
Since the list of signals in `CSharpScript::event_signals` retrieved
from calling `ScriptManagerBridge.UpdateScriptClassInfo` already
includes the signals from base scripts there is no need to iterate the
hierarchy again on `CSharpInstance::connect_event_signals`.
When the C# bindings generator finds a type without meta assume the type
refers to the 64-bit version of the type:
- `float` is converted to `double`
- `int` is converted to `long`
Vector4 and Vector4i were implemented incorrectly in godot_variant.
They were also missing their respective Variant conversion callbacks
(used for generic collections).
Took the chance to remove unnecessary native calls for creating
Variant from Vector4, as now it can be done from C# (which is faster).
- Use different syntax for object printing to avoid confusion with arrays.
- Print null as `<null>` to avoid confusion with a string `"null"`.
- Display `<empty>` in editor resource pickers to avoid confusion
with array-based properties.
- Fix platform detection after Linux OS name was renamed from `LinuxBSD`
to `Linux`
- Fix arch detection after renaming `64` to `x86_64`
- Fix typo in `find_hostfxr`
- Replace `IndexOutOfRangeException` with `ArgumentOutOfRangeException`
- Replace `Exception` with a more specific exception
- Add the parameter name to argument exception
- Update documentation for methods that throw exceptions
- Use `StringBuilder` to build exception messages
- Ensure exception messages end with a period
`libnethost.a` detection failed on my Linux system (Mageia 9, using Fedora 36
dotnet repos), because it used the first match which isn't the one matching
the rest of the SDK:
```
$ dotnet --list-runtimes
Microsoft.AspNetCore.App 3.1.28 [/usr/share/dotnet/shared/Microsoft.AspNetCore.App]
Microsoft.AspNetCore.App 6.0.8 [/usr/share/dotnet/shared/Microsoft.AspNetCore.App]
Microsoft.NETCore.App 3.1.28 [/usr/share/dotnet/shared/Microsoft.NETCore.App]
Microsoft.NETCore.App 6.0.5 [/usr/share/dotnet/shared/Microsoft.NETCore.App]
Microsoft.NETCore.App 6.0.8 [/usr/share/dotnet/shared/Microsoft.NETCore.App]
```
No idea why I still have 6.0.5 installed but it should pick the highest I guess.
- Remove event as a valid target of `SignalAttribute`
- Stop adding the `[Signal]` attribute to events in bindings_generator
- Make bindings_generator use the `EventHandler` suffix to be consistent with the C# source generator
- Remove obsolete comment about the signal's delegate name
- MustBeVariant attribute can be used to enforce that generic types must
be a marshable from/to Variant.
- Also renames all diagnostic ids to be valid unicode identifiers.
Node methods in C# extended to use generics
now have the optional parameter `includeInternal`
like their non-generic equivalents.
Also, fixed a typo in the `Node.get_child` documentation.
- In cases where both `Xform`/`XformInv` and the `*` operator were
implemented the `Xform`/`XformInv` methods were removed in favor of the
`*` operator.
- In cases where the `Xform`/`XformInv` existed but not the `*` operator,
the `Xform`/`XformInv` methods were replaced with the `*` operator.
- In cases where no method existed, a new `*` operator has been
implemented to support the same operations that are supported in GDScript.
- Fixes the `Transform.Xform` and `Transform.XformInv` with `Rect2`
implementation to use a zero `Rect2` size to start expanding from
(which is how it's implemented in C++).
If the project assembly does not exist, return `false` directly instead
of trying to load it.
This prevents the `System.InvalidOperationException` thrown for failing
to locate managed application.
- Moves interop functions to UnmanagedCallbacks struct that
contains the function pointers and is passed to C#.
- Implements UnmanagedCallbacksGenerator, a C# source generator that
generates the UnmanagedCallbacks struct in C# and the body for the
NativeFuncs methods (their implementation just calls the function
pointer in the UnmanagedCallbacks). The generated methods are needed
because .NET pins byref parameters of native calls, even if they are
'ref struct's, which don't need pinning. The generated methods use
`Unsafe.AsPointer` so that we can benefit from byref parameters
without suffering overhead of pinning.
Co-authored-by: Raul Santos <raulsntos@gmail.com>
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.
The setting is initially assigned the name of the Godot project,
but it's kept freezed to prevent issues when renaming the Godot
project.
The user can always rename the C# project and solution manually and
change the setting to the new name.
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.
- 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.
Changed the signal declaration signal to:
```
// The following generates a MySignal event
[Signal] public delegate void MySignalEventHandler(int param);
```