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* Remove deprecated sync and slave networking keywordsRémi Verschelde2020-02-131-4/+0
| | | | | | Those keywords were deprecated for 3.1 in #22087. Also fix token name for `TK_REMOTE`, should be "remote" like the keyword.
* Fix Mono and GDNative builds after changes to ObjectIDRémi Verschelde2020-02-121-2/+2
| | | | | | | | | | Issues caused by cf8c679a23b21d6c6f29cba6a54eaa2eed88bf92. The Mono change is actually a bugfix (used the int instead of ObjectID by mistake). The GDNative change is a temporary revert until a more exhaustive approach is taken to make 'godot_int' 64-bit, is confirmed wanted by GDNative users.
* Optmized data sent during RPC and RSet calls.Andrea Catania2020-02-121-49/+166
| | | | | | | | | | - Now is sent the method ID rather the full function name. - The passed IDs (Node and Method) are compressed so to use less possible space. - The variant (INT and BOOL) is now encoded and compressed so to use much less data. - Optimized RPCMode retrieval for GDScript functions. - Added checksum to assert the methods are the same across peers. This work has been kindly sponsored by IMVU.
* Remove do{ } while(0) wrapper around error macros.Marcel Admiraal2020-02-081-2/+1
| | | | | | | | | | | | | | | | As pointed out by Faless, a do{ } while(0) wrapper around a continue or break just ends the do{ } while(0) loop. The do{ } while(0) loop exists to enable the macro to be used as a function which requires a semicolon. The alternative approach is to use an if(1) { } else ((void)0) wrapper. Since the macro already has an if(unlikely(m_cond)) { } this patch simply adds the else ((void)0) to this if statement instead. For consistency all the macros have been updated in the same way, and trailing else warnings corrected. However, the wrappers around ERR_PRINT and WARN_PRINT were removed, because they generated too many ambiguous trailing else warnings. They are also single line macros so a wrapper is not needed.
* Remove duplicate ERR_PRINT macro.Marcel Admiraal2020-02-051-11/+11
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* Merge pull request #35527 from neikeq/issue-35259Rémi Verschelde2020-01-241-1/+4
|\ | | | | Mono/C#: Fix _update_exports possible crash with Reference types
| * Mono/C#: Fix _update_exports possible crash with Reference typesIgnacio Etcheverry2020-01-241-1/+4
| | | | | | | | | | | | | | | | | | The code was attempting to dynamic cast the native instance to Reference after the managed instance was disposed. As the managed instance acts as a Ref, the native instance was freed during that disposal. This made the dynamic cast fail and we attempted to memdelete a second time. The fix is to make the dynamic cast before disposal.
* | Mono/C#: Lighten up unsafe reference checksIgnacio Etcheverry2020-01-231-5/+22
|/ | | | Because of the weird case with multi-threading and ResourceLoader, it can be the case that a resource is GCed while being referenced again in the main thread. In such cases, a new unsafe reference is created before the finalizer thread removes the previous one.
* Fix ClassDB API portability with some android and editor classesIgnacio Etcheverry2020-01-191-1/+1
| | | | | | | | | | | | | | | | | | - `EditorNavigationMeshGenerator` was being registered as part of the Core API, even after d3f48f88bb84d22b7805ce971ac86cf1953a29fd. We must make sure to set Editor as the current ClassDB API type before creating an instance. - The `VisualScriptEngineSingleton.constant` property has a property hint string that's different between tools and non-tools builds. This commit makes the hint string to no longer be set in `_bind_methods`, and to instead set it in `_validate_property`. This way it's ignored when calculating the API hash. - `JavaClassWrapper` is now registered in ClassDB on all platforms, using a dummy implementation on platforms other than Android. This fixes API portability between Android and other platforms. - Updated `--class-db-json` command to ignore non-virtual methods that start with an underscore (see: 4be87c6016a5893cbde897924e540df4c988cee5).
* Merge pull request #35208 from neikeq/mono-lazy-thread-attachIgnacio Roldán Etcheverry2020-01-161-37/+75
|\ | | | | Mono/C#: Script interface calls now attach the current thread
| * Mono/C#: Script interface calls now attach the current threadIgnacio Etcheverry2020-01-161-37/+75
| | | | | | | | | | | | | | | | | | 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.
* | Mono/C#: Fix false positive in unsafe reference checksIgnacio Etcheverry2020-01-151-2/+15
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* Mono/C#: Add error checks to detect possible Reference leaksIgnacio Etcheverry2020-01-131-3/+38
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* Mono/C#: Fix _update_exports() leaking temporary Object/Node instancesIgnacio Etcheverry2020-01-131-0/+13
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* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | 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.
* Cleans up headers included in editor_node.hHaoyu Qiu2019-12-241-0/+1
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* Mono/C#: Fix crash on exported games that don't use C#Ignacio Etcheverry2019-11-291-1/+2
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* Mono/C#: Initial exporter support for AOT compilationIgnacio Etcheverry2019-11-151-2/+0
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* Mono/C#: WebAssembly supportIgnacio Etcheverry2019-11-131-9/+9
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* Added some obvious errors explanationsqarmin2019-09-251-3/+3
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* Adds skip-breakpoints featureiwek72019-09-031-1/+1
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* Make VarArg methods return types show up as Variant in API jsontoasteater2019-08-261-1/+1
| | | | | | | | | | | | VarArg methods have the return type Object in the API json for GDNative. This can cause undefined behavior in some language bindings due to lack of documentation on VarArg methods' behavior. This changes the MethodInfo of: - CSharpScript::_new - GDScript::_new - PluginScript::_new
* Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'modules/mono'Ignacio Etcheverry2019-08-091-70/+42
| | | | | | And 'CRASH_*_MSG' as well. Also make error messages puntuation and quotation more consistent.
* Add some code changes/fixes proposed by Coverity and Clang Tidyqarmin2019-08-071-2/+1
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* Mono: Add option to keep running after unhandled exceptionsIgnacio Etcheverry2019-07-241-1/+0
| | | | | 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.
* Mono: Better handling of missing/outdated API assembliesIgnacio Etcheverry2019-07-141-12/+9
| | | | | | | | | | | Remove the old API assembly invalidation system. It's pretty simple since now the editor has a hard dependency on the API assemblies and SCons takes care of prebuilding them. If we fail to load a project's API assembly because it was either missing or outdated, we just copy the prebuilt assemblies to the project and try again. We also do this when creating the solution and before building, just in case the user removed them from the disk after they were loaded. This way the API assemblies will be always loaded successfully. If they are not, it's a bug. Also fixed: - EditorDef was behaving like GlobalDef in GodotTools. - NullReferenceException because we can't serialize System.WeakReference yet. Use Godot.WeakRef in the mean time.
* Fix EditorNavigationMeshGenerator registered in Core APIIgnacio Etcheverry2019-07-091-0/+13
| | | | Also added an option to output a json file with all the ClassDB registered classes and its members. This can be used to compare the API of two different builds by a simple diff.
* Mono: Fix build errors with tools=noIgnacio Etcheverry2019-07-081-2/+10
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* C#: Fix some crashes during assemblies reloadingIgnacio Etcheverry2019-07-081-33/+41
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* Re-write mono module editor code in C#Ignacio Etcheverry2019-07-051-100/+344
| | | | | | | | Make the build system automatically build the C# Api assemblies to be shipped with the editor. Make the editor, editor player and debug export templates use Api assemblies built with debug symbols. Always run MSBuild to build the editor tools and Api assemblies when building Godot. Several bugs fixed related to assembly hot reloading and restoring state. Fix StringExtensions internal calls not being registered correctly, resulting in MissingMethodException.
* Mono: Android build and shared libraries fixesIgnacio Etcheverry2019-07-031-6/+7
| | | | | Fix location of Mono's shared libraries. Fix build failing if the directory 'platform/android/java/libs/{target}/{abi}' doesn't exist.
* Remove unnecessary code and add some error explanationsqarmin2019-07-011-1/+1
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* Some code changed with Clang-Tidyqarmin2019-06-261-4/+1
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* C#: Implement ScriptInstance::to_stringIgnacio Etcheverry2019-05-241-0/+28
| | | | Create a blacklist of methods that must not be generated. Includes: "to_string", "_to_string" and "_init".
* C#: Marshalling support for IEnumerable<> and IDictionary<,>Ignacio Etcheverry2019-05-181-45/+91
| | | | Also fixed the hint string of exported members.
* C#: Support resource type hint in exported arraysIgnacio Etcheverry2019-04-291-1/+2
| | | | - Elements of types like PackedScene will display with the special editor for such type.
* Merge pull request #28423 from ↵Rémi Verschelde2019-04-291-8/+0
|\ | | | | | | | | neikeq/dont-forget-to-think-a-name-for-this-branch C#: Deprecate accessor methods and generate correct int and float types
| * C# bindings generator cleanupIgnacio Etcheverry2019-04-251-8/+0
| | | | | | | | | | | | - Normal log messages are no longer warnings. - BindingsGenerator is no longer a singleton. - Added a log function.
* | Mono: Lazily load scripts metadata fileIgnacio Etcheverry2019-04-261-2/+7
|/ | | | - Only load the scripts metadata file when it's really needed. This way we avoid false errors, when there is no C# project, about missing scripts metadata file.
* Merge pull request #27950 from Nonnu42/contribIgnacio Roldán Etcheverry2019-04-121-0/+29
|\ | | | | Fixes #17233 allowing C# to override _GetPropertyList
| * Fixes #17233 allowing C# to override _GetPropertyListNuno Cardoso2019-04-121-0/+29
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* | C#: Support type hints for exported ArraysIgnacio Etcheverry2019-04-061-1/+8
| | | | | | | | Added the code for Dictionary as well, but it's not yet supported by the Godot inspector.
* | C#: Add marshalling support for IEnumerable and IDictionaryIgnacio Etcheverry2019-04-061-3/+3
| | | | | | | | | | Added constructor that takes IEnumerable for Array and IEnumerable<T> for Array<T>. Added constructor that takes IDictionary for Dictionary and IDictionary<TKey, TValue> for Dictionary<TKey, TValue>.
* | Mono: Make missing default constructor error more foolproofForLoveOfCats2019-04-041-3/+3
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* C#: Update exports only in the editorIgnacio Etcheverry2019-03-131-0/+3
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* Fix CSharpInstance::set not working with base classesIgnacio Etcheverry2019-03-081-2/+2
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* Merge pull request #26773 from neikeq/issue-26628Rémi Verschelde2019-03-071-1/+4
|\ | | | | Mono: Fix crash with exported field of custom Reference derived type
| * Mono: Fix crash with exported field of custom Reference derived typeIgnacio Etcheverry2019-03-071-1/+4
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* | Mono: Partially implement some Godot debug api functionsIgnacio Etcheverry2019-03-071-9/+48
|/ | | | Debug breaks sent with debug_break and debug_break_parse should display correctly in the Godot debugger now.
* Merge pull request #26765 from neikeq/issue-25959Ignacio Etcheverry2019-03-071-0/+7
|\ | | | | Mono: Fix crash when re-using script binding after domain reloading