godot/modules/mono
Raul Santos 0aa46e19c5
C#: Fallback to CoreCLR/MonoVM hosting APIs when hostfxr/NativeAOT fails
Some platforms don't support hostfxr but we can use the coreclr/monosgen library directly to initialize the runtime.

Android exports now use the `android` runtime identifier instead of `linux-bionic`, this removes the restrictions we previously had:
- Adds support for all Android architectures (arm32, arm64, x32, and x64), previously only the 64-bit architectures were supported.
- Loads `System.Security.Cryptography.Native.Android` (the .NET library that binds to the Android OS crypto functions).
2024-09-16 17:07:03 +02:00
..
build_scripts C# Assemblies can now be built with deprecated=no 2024-09-05 10:04:24 +02:00
doc_classes [C#] Unexpose `GodotSharp` 2024-05-04 14:09:42 +02:00
editor C#: Fallback to CoreCLR/MonoVM hosting APIs when hostfxr/NativeAOT fails 2024-09-16 17:07:03 +02:00
glue C# Assemblies can now be built with deprecated=no 2024-09-05 10:04:24 +02:00
icons Style: Optimize `.svg` files with `svgo` 2024-06-23 08:15:19 -05:00
mono_gd C#: Fallback to CoreCLR/MonoVM hosting APIs when hostfxr/NativeAOT fails 2024-09-16 17:07:03 +02:00
thirdparty C#: Fallback to CoreCLR/MonoVM hosting APIs when hostfxr/NativeAOT fails 2024-09-16 17:07:03 +02:00
utils Fix `#if *_ENABLED` inconsistencies, should check if defined 2024-01-17 10:30:15 +01:00
.editorconfig Dotnet: Fix attributes for `sln`/`csproj` files 2024-05-03 12:21:51 -05:00
.gitignore .NET: Generate SdkPackageVersions.props from version.py 2022-10-05 20:31:26 +02:00
Directory.Build.props C#: Make GodotSharp API a NuGet package 2022-08-22 03:36:51 +02:00
Directory.Build.targets C#: Generate symbols packages 2022-10-08 13:59:06 +02:00
README.md Rename `float=64` SCons option to `precision=double` 2022-12-10 16:43:45 +01:00
SCsub C#: Remove unused code 2024-01-28 16:09:59 +01:00
__init__.py
class_db_api_json.cpp Reduce and prevent unnecessary random-access to `List` 2024-05-04 16:08:55 +02:00
class_db_api_json.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
config.py SCons: Better validation for platform-specific opt-in drivers 2024-08-21 22:53:34 +02:00
csharp_script.cpp Merge pull request #96024 from Ryan-000/expose_get_rpc_config 2024-09-16 13:34:34 +02:00
csharp_script.h Expose get_rpc_config and get_node_rpc_config 2024-09-04 15:45:22 -04:00
global.json Enforce using .NET SDK >= 8 in modules/mono/ 2024-04-23 22:54:22 +02:00
godotsharp_defs.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
godotsharp_dirs.cpp C#: Clear existing data directory extracted from PCK 2024-09-12 07:12:01 +08:00
godotsharp_dirs.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
interop_types.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
managed_callable.cpp Add methods to get argument count of methods 2024-03-10 11:02:43 +01:00
managed_callable.h Add methods to get argument count of methods 2024-03-10 11:02:43 +01:00
mono_gc_handle.cpp One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
mono_gc_handle.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
register_types.cpp [C#] Unexpose `GodotSharp` 2024-05-04 14:09:42 +02:00
register_types.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
signal_awaiter_utils.cpp One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
signal_awaiter_utils.h Style: Harmonize header includes in modules 2023-06-15 14:35:45 +02:00

README.md

How to build and run

  1. Build Godot with the module enabled: module_mono_enabled=yes.
  2. After building Godot, use it to generate the C# glue code:
    <godot_binary> --generate-mono-glue ./modules/mono/glue
    
  3. Build the C# solutions:
    ./modules/mono/build_scripts/build_assemblies.py --godot-output-dir ./bin
    

The paths specified in these examples assume the command is being run from the Godot source root.

How to deal with NuGet packages

We distribute the API assemblies, our source generators, and our custom MSBuild project SDK as NuGet packages. This is all transparent to the user, but it can make things complicated during development.

In order to use Godot with a development of those packages, we must create a local NuGet source where MSBuild can find them. This can be done with the .NET CLI:

dotnet nuget add source ~/MyLocalNugetSource --name MyLocalNugetSource

The Godot NuGet packages must be added to that local source. Additionally, we must make sure there are no other versions of the package in the NuGet cache, as MSBuild may pick one of those instead.

In order to simplify this process, the build_assemblies.py script provides the following --push-nupkgs-local option:

./modules/mono/build_scripts/build_assemblies.py --godot-output-dir ./bin \
    --push-nupkgs-local ~/MyLocalNugetSource

This option ensures the packages will be added to the specified local NuGet source and that conflicting versions of the package are removed from the NuGet cache. It's recommended to always use this option when building the C# solutions during development to avoid mistakes.

Double Precision Support (REAL_T_IS_DOUBLE)

Follow the above instructions but build Godot with the precision=double argument to scons

When building the NuGet packages, specify --precision=double - for example:

./modules/mono/build_scripts/build_assemblies.py --godot-output-dir ./bin \
    --push-nupkgs-local ~/MyLocalNugetSource --precision=double