godot/modules/mono/config.py

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# Prior to .NET Core, we supported these: ["windows", "osx", "linuxbsd", "server", "android", "haiku", "javascript", "iphone"]
# Eventually support for each them should be added back (except Haiku if not supported by .NET Core)
supported_platforms = ["windows", "osx", "linuxbsd", "server"]
def can_build(env, platform):
C#: Move marshaling logic and generated glue to C# We will be progressively moving most code to C#. The plan is to only use Mono's embedding APIs to set things at launch. This will make it much easier to later support CoreCLR too which doesn't have rich embedding APIs. Additionally the code in C# is more maintainable and makes it easier to implement new features, e.g.: runtime codegen which we could use to avoid using reflection for marshaling everytime a field, property or method is accessed. SOME NOTES ON INTEROP We make the same assumptions as GDNative about the size of the Godot structures we use. We take it a bit further by also assuming the layout of fields in some cases, which is riskier but let's us squeeze out some performance by avoiding unnecessary managed to native calls. Code that deals with native structs is less safe than before as there's no RAII and copy constructors in C#. It's like using the GDNative C API directly. One has to take special care to free values they own. Perhaps we could use roslyn analyzers to check this, but I don't know any that uses attributes to determine what's owned or borrowed. As to why we maily use pointers for native structs instead of ref/out: - AFAIK (and confirmed with a benchmark) ref/out are pinned during P/Invoke calls and that has a cost. - Native struct fields can't be ref/out in the first place. - A `using` local can't be passed as ref/out, only `in`. Calling a method or property on an `in` value makes a silent copy, so we want to avoid `in`. REGARDING THE BUILD SYSTEM There's no longer a `mono_glue=yes/no` SCons options. We no longer need to build with `mono_glue=no`, generate the glue and then build again with `mono_glue=yes`. We build only once and generate the glue (which is in C# now). However, SCons no longer builds the C# projects for us. Instead one must run `build_assemblies.py`, e.g.: ```sh %godot_src_root%/modules/mono/build_scripts/build_assemblies.py \ --godot-output-dir=%godot_src_root%/bin \ --godot-target=release_debug` ``` We could turn this into a custom build target, but I don't know how to do that with SCons (it's possible with Meson). OTHER NOTES Most of the moved code doesn't follow the C# naming convention and still has the word Mono in the names despite no longer dealing with Mono's embedding APIs. This is just temporary while transitioning, to make it easier to understand what was moved where.
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return env["module_gdnative_enabled"]
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def configure(env):
platform = env["platform"]
if platform not in supported_platforms:
raise RuntimeError("This module does not currently support building for this platform")
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env.add_module_version_string("mono")
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from SCons.Script import PathVariable, Variables, Help
envvars = Variables()
envvars.Add(
PathVariable(
"dotnet_root",
"Path to the .NET Sdk installation directory for the target platform and architecture",
"",
PathVariable.PathAccept,
)
)
envvars.Update(env)
Help(envvars.GenerateHelpText(env))
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def get_doc_classes():
return [
"CSharpScript",
"GodotSharp",
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]
def get_doc_path():
return "doc_classes"
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def is_enabled():
# The module is disabled by default. Use module_mono_enabled=yes to enable it.
return False