godot/modules/mono/editor/editor_internal_calls.cpp
Ignacio Roldán Etcheverry 483071716e 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.
2021-08-20 10:24:56 +02:00

388 lines
19 KiB
C++

/*************************************************************************/
/* editor_internal_calls.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "editor_internal_calls.h"
#ifdef UNIX_ENABLED
#include <unistd.h> // access
#endif
#include "core/os/os.h"
#include "core/version.h"
#include "editor/debugger/editor_debugger_node.h"
#include "editor/editor_node.h"
#include "editor/editor_scale.h"
#include "editor/plugins/script_editor_plugin.h"
#include "main/main.h"
#include "../csharp_script.h"
#include "../godotsharp_dirs.h"
#include "../mono_gd/gd_mono_marshal.h"
#include "../utils/osx_utils.h"
#include "code_completion.h"
#include "godotsharp_export.h"
MonoString *godot_icall_GodotSharpDirs_ResDataDir() {
return GDMonoMarshal::mono_string_from_godot(GodotSharpDirs::get_res_data_dir());
}
MonoString *godot_icall_GodotSharpDirs_ResMetadataDir() {
return GDMonoMarshal::mono_string_from_godot(GodotSharpDirs::get_res_metadata_dir());
}
MonoString *godot_icall_GodotSharpDirs_ResAssembliesBaseDir() {
return GDMonoMarshal::mono_string_from_godot(GodotSharpDirs::get_res_assemblies_base_dir());
}
MonoString *godot_icall_GodotSharpDirs_ResAssembliesDir() {
return GDMonoMarshal::mono_string_from_godot(GodotSharpDirs::get_res_assemblies_dir());
}
MonoString *godot_icall_GodotSharpDirs_ResConfigDir() {
return GDMonoMarshal::mono_string_from_godot(GodotSharpDirs::get_res_config_dir());
}
MonoString *godot_icall_GodotSharpDirs_ResTempDir() {
return GDMonoMarshal::mono_string_from_godot(GodotSharpDirs::get_res_temp_dir());
}
MonoString *godot_icall_GodotSharpDirs_ResTempAssembliesBaseDir() {
return GDMonoMarshal::mono_string_from_godot(GodotSharpDirs::get_res_temp_assemblies_base_dir());
}
MonoString *godot_icall_GodotSharpDirs_ResTempAssembliesDir() {
return GDMonoMarshal::mono_string_from_godot(GodotSharpDirs::get_res_temp_assemblies_dir());
}
MonoString *godot_icall_GodotSharpDirs_MonoUserDir() {
return GDMonoMarshal::mono_string_from_godot(GodotSharpDirs::get_mono_user_dir());
}
MonoString *godot_icall_GodotSharpDirs_MonoLogsDir() {
return GDMonoMarshal::mono_string_from_godot(GodotSharpDirs::get_mono_logs_dir());
}
MonoString *godot_icall_GodotSharpDirs_MonoSolutionsDir() {
#ifdef TOOLS_ENABLED
return GDMonoMarshal::mono_string_from_godot(GodotSharpDirs::get_mono_solutions_dir());
#else
return nullptr;
#endif
}
MonoString *godot_icall_GodotSharpDirs_BuildLogsDirs() {
#ifdef TOOLS_ENABLED
return GDMonoMarshal::mono_string_from_godot(GodotSharpDirs::get_build_logs_dir());
#else
return nullptr;
#endif
}
MonoString *godot_icall_GodotSharpDirs_ProjectSlnPath() {
#ifdef TOOLS_ENABLED
return GDMonoMarshal::mono_string_from_godot(GodotSharpDirs::get_project_sln_path());
#else
return nullptr;
#endif
}
MonoString *godot_icall_GodotSharpDirs_ProjectCsProjPath() {
#ifdef TOOLS_ENABLED
return GDMonoMarshal::mono_string_from_godot(GodotSharpDirs::get_project_csproj_path());
#else
return nullptr;
#endif
}
MonoString *godot_icall_GodotSharpDirs_DataEditorToolsDir() {
#ifdef TOOLS_ENABLED
return GDMonoMarshal::mono_string_from_godot(GodotSharpDirs::get_data_editor_tools_dir());
#else
return nullptr;
#endif
}
MonoString *godot_icall_GodotSharpDirs_DataEditorPrebuiltApiDir() {
#ifdef TOOLS_ENABLED
return GDMonoMarshal::mono_string_from_godot(GodotSharpDirs::get_data_editor_prebuilt_api_dir());
#else
return nullptr;
#endif
}
MonoString *godot_icall_GodotSharpDirs_DataMonoEtcDir() {
return GDMonoMarshal::mono_string_from_godot(GodotSharpDirs::get_data_mono_etc_dir());
}
MonoString *godot_icall_GodotSharpDirs_DataMonoLibDir() {
return GDMonoMarshal::mono_string_from_godot(GodotSharpDirs::get_data_mono_lib_dir());
}
MonoString *godot_icall_GodotSharpDirs_DataMonoBinDir() {
#ifdef WINDOWS_ENABLED
return GDMonoMarshal::mono_string_from_godot(GodotSharpDirs::get_data_mono_bin_dir());
#else
return nullptr;
#endif
}
void godot_icall_EditorProgress_Create(MonoString *p_task, MonoString *p_label, int32_t p_amount, MonoBoolean p_can_cancel) {
String task = GDMonoMarshal::mono_string_to_godot(p_task);
String label = GDMonoMarshal::mono_string_to_godot(p_label);
EditorNode::progress_add_task(task, label, p_amount, (bool)p_can_cancel);
}
void godot_icall_EditorProgress_Dispose(MonoString *p_task) {
String task = GDMonoMarshal::mono_string_to_godot(p_task);
EditorNode::progress_end_task(task);
}
MonoBoolean godot_icall_EditorProgress_Step(MonoString *p_task, MonoString *p_state, int32_t p_step, MonoBoolean p_force_refresh) {
String task = GDMonoMarshal::mono_string_to_godot(p_task);
String state = GDMonoMarshal::mono_string_to_godot(p_state);
return EditorNode::progress_task_step(task, state, p_step, (bool)p_force_refresh);
}
uint32_t godot_icall_ExportPlugin_GetExportedAssemblyDependencies(MonoObject *p_initial_assemblies,
MonoString *p_build_config, MonoString *p_custom_bcl_dir, MonoObject *r_assembly_dependencies) {
Dictionary initial_dependencies = GDMonoMarshal::mono_object_to_variant(p_initial_assemblies);
String build_config = GDMonoMarshal::mono_string_to_godot(p_build_config);
String custom_bcl_dir = GDMonoMarshal::mono_string_to_godot(p_custom_bcl_dir);
Dictionary assembly_dependencies = GDMonoMarshal::mono_object_to_variant(r_assembly_dependencies);
return GodotSharpExport::get_exported_assembly_dependencies(initial_dependencies, build_config, custom_bcl_dir, assembly_dependencies);
}
MonoString *godot_icall_Internal_UpdateApiAssembliesFromPrebuilt(MonoString *p_config) {
String config = GDMonoMarshal::mono_string_to_godot(p_config);
String error_str = GDMono::get_singleton()->update_api_assemblies_from_prebuilt(config);
return GDMonoMarshal::mono_string_from_godot(error_str);
}
MonoString *godot_icall_Internal_FullTemplatesDir() {
String full_templates_dir = EditorSettings::get_singleton()->get_templates_dir().plus_file(VERSION_FULL_CONFIG);
return GDMonoMarshal::mono_string_from_godot(full_templates_dir);
}
MonoString *godot_icall_Internal_SimplifyGodotPath(MonoString *p_path) {
String path = GDMonoMarshal::mono_string_to_godot(p_path);
return GDMonoMarshal::mono_string_from_godot(path.simplify_path());
}
MonoBoolean godot_icall_Internal_IsOsxAppBundleInstalled(MonoString *p_bundle_id) {
#ifdef OSX_ENABLED
String bundle_id = GDMonoMarshal::mono_string_to_godot(p_bundle_id);
return (MonoBoolean)osx_is_app_bundle_installed(bundle_id);
#else
(void)p_bundle_id; // UNUSED
return (MonoBoolean) false;
#endif
}
MonoBoolean godot_icall_Internal_GodotIs32Bits() {
return sizeof(void *) == 4;
}
MonoBoolean godot_icall_Internal_GodotIsRealTDouble() {
#ifdef REAL_T_IS_DOUBLE
return (MonoBoolean) true;
#else
return (MonoBoolean) false;
#endif
}
void godot_icall_Internal_GodotMainIteration() {
Main::iteration();
}
uint64_t godot_icall_Internal_GetCoreApiHash() {
return ClassDB::get_api_hash(ClassDB::API_CORE);
}
uint64_t godot_icall_Internal_GetEditorApiHash() {
return ClassDB::get_api_hash(ClassDB::API_EDITOR);
}
MonoBoolean godot_icall_Internal_IsAssembliesReloadingNeeded() {
#ifdef GD_MONO_HOT_RELOAD
return (MonoBoolean)CSharpLanguage::get_singleton()->is_assembly_reloading_needed();
#else
return (MonoBoolean) false;
#endif
}
void godot_icall_Internal_ReloadAssemblies(MonoBoolean p_soft_reload) {
#ifdef GD_MONO_HOT_RELOAD
mono_bind::GodotSharp::get_singleton()->call_deferred(SNAME("_reload_assemblies"), (bool)p_soft_reload);
#endif
}
void godot_icall_Internal_EditorDebuggerNodeReloadScripts() {
EditorDebuggerNode::get_singleton()->reload_scripts();
}
MonoBoolean godot_icall_Internal_ScriptEditorEdit(MonoObject *p_resource, int32_t p_line, int32_t p_col, MonoBoolean p_grab_focus) {
Ref<Resource> resource = GDMonoMarshal::mono_object_to_variant(p_resource);
return (MonoBoolean)ScriptEditor::get_singleton()->edit(resource, p_line, p_col, (bool)p_grab_focus);
}
void godot_icall_Internal_EditorNodeShowScriptScreen() {
EditorNode::get_singleton()->call("_editor_select", EditorNode::EDITOR_SCRIPT);
}
MonoString *godot_icall_Internal_MonoWindowsInstallRoot() {
#ifdef WINDOWS_ENABLED
String install_root_dir = GDMono::get_singleton()->get_mono_reg_info().install_root_dir;
return GDMonoMarshal::mono_string_from_godot(install_root_dir);
#else
return nullptr;
#endif
}
void godot_icall_Internal_EditorRunPlay() {
EditorNode::get_singleton()->run_play();
}
void godot_icall_Internal_EditorRunStop() {
EditorNode::get_singleton()->run_stop();
}
void godot_icall_Internal_ScriptEditorDebugger_ReloadScripts() {
EditorDebuggerNode *ed = EditorDebuggerNode::get_singleton();
if (ed) {
ed->reload_scripts();
}
}
MonoArray *godot_icall_Internal_CodeCompletionRequest(int32_t p_kind, MonoString *p_script_file) {
String script_file = GDMonoMarshal::mono_string_to_godot(p_script_file);
PackedStringArray suggestions = gdmono::get_code_completion((gdmono::CompletionKind)p_kind, script_file);
return GDMonoMarshal::PackedStringArray_to_mono_array(suggestions);
}
float godot_icall_Globals_EditorScale() {
return EDSCALE;
}
MonoObject *godot_icall_Globals_GlobalDef(MonoString *p_setting, MonoObject *p_default_value, MonoBoolean p_restart_if_changed) {
String setting = GDMonoMarshal::mono_string_to_godot(p_setting);
Variant default_value = GDMonoMarshal::mono_object_to_variant(p_default_value);
Variant result = _GLOBAL_DEF(setting, default_value, (bool)p_restart_if_changed);
return GDMonoMarshal::variant_to_mono_object(result);
}
MonoObject *godot_icall_Globals_EditorDef(MonoString *p_setting, MonoObject *p_default_value, MonoBoolean p_restart_if_changed) {
String setting = GDMonoMarshal::mono_string_to_godot(p_setting);
Variant default_value = GDMonoMarshal::mono_object_to_variant(p_default_value);
Variant result = _EDITOR_DEF(setting, default_value, (bool)p_restart_if_changed);
return GDMonoMarshal::variant_to_mono_object(result);
}
MonoString *godot_icall_Globals_TTR(MonoString *p_text) {
String text = GDMonoMarshal::mono_string_to_godot(p_text);
return GDMonoMarshal::mono_string_from_godot(TTR(text));
}
MonoString *godot_icall_Utils_OS_GetPlatformName() {
String os_name = OS::get_singleton()->get_name();
return GDMonoMarshal::mono_string_from_godot(os_name);
}
MonoBoolean godot_icall_Utils_OS_UnixFileHasExecutableAccess(MonoString *p_file_path) {
#ifdef UNIX_ENABLED
String file_path = GDMonoMarshal::mono_string_to_godot(p_file_path);
return access(file_path.utf8().get_data(), X_OK) == 0;
#else
ERR_FAIL_V(false);
#endif
}
void register_editor_internal_calls() {
// GodotSharpDirs
GDMonoUtils::add_internal_call("GodotTools.Internals.GodotSharpDirs::internal_ResDataDir", godot_icall_GodotSharpDirs_ResDataDir);
GDMonoUtils::add_internal_call("GodotTools.Internals.GodotSharpDirs::internal_ResMetadataDir", godot_icall_GodotSharpDirs_ResMetadataDir);
GDMonoUtils::add_internal_call("GodotTools.Internals.GodotSharpDirs::internal_ResAssembliesBaseDir", godot_icall_GodotSharpDirs_ResAssembliesBaseDir);
GDMonoUtils::add_internal_call("GodotTools.Internals.GodotSharpDirs::internal_ResAssembliesDir", godot_icall_GodotSharpDirs_ResAssembliesDir);
GDMonoUtils::add_internal_call("GodotTools.Internals.GodotSharpDirs::internal_ResConfigDir", godot_icall_GodotSharpDirs_ResConfigDir);
GDMonoUtils::add_internal_call("GodotTools.Internals.GodotSharpDirs::internal_ResTempDir", godot_icall_GodotSharpDirs_ResTempDir);
GDMonoUtils::add_internal_call("GodotTools.Internals.GodotSharpDirs::internal_ResTempAssembliesBaseDir", godot_icall_GodotSharpDirs_ResTempAssembliesBaseDir);
GDMonoUtils::add_internal_call("GodotTools.Internals.GodotSharpDirs::internal_ResTempAssembliesDir", godot_icall_GodotSharpDirs_ResTempAssembliesDir);
GDMonoUtils::add_internal_call("GodotTools.Internals.GodotSharpDirs::internal_MonoUserDir", godot_icall_GodotSharpDirs_MonoUserDir);
GDMonoUtils::add_internal_call("GodotTools.Internals.GodotSharpDirs::internal_MonoLogsDir", godot_icall_GodotSharpDirs_MonoLogsDir);
GDMonoUtils::add_internal_call("GodotTools.Internals.GodotSharpDirs::internal_MonoSolutionsDir", godot_icall_GodotSharpDirs_MonoSolutionsDir);
GDMonoUtils::add_internal_call("GodotTools.Internals.GodotSharpDirs::internal_BuildLogsDirs", godot_icall_GodotSharpDirs_BuildLogsDirs);
GDMonoUtils::add_internal_call("GodotTools.Internals.GodotSharpDirs::internal_ProjectSlnPath", godot_icall_GodotSharpDirs_ProjectSlnPath);
GDMonoUtils::add_internal_call("GodotTools.Internals.GodotSharpDirs::internal_ProjectCsProjPath", godot_icall_GodotSharpDirs_ProjectCsProjPath);
GDMonoUtils::add_internal_call("GodotTools.Internals.GodotSharpDirs::internal_DataEditorToolsDir", godot_icall_GodotSharpDirs_DataEditorToolsDir);
GDMonoUtils::add_internal_call("GodotTools.Internals.GodotSharpDirs::internal_DataEditorPrebuiltApiDir", godot_icall_GodotSharpDirs_DataEditorPrebuiltApiDir);
GDMonoUtils::add_internal_call("GodotTools.Internals.GodotSharpDirs::internal_DataMonoEtcDir", godot_icall_GodotSharpDirs_DataMonoEtcDir);
GDMonoUtils::add_internal_call("GodotTools.Internals.GodotSharpDirs::internal_DataMonoLibDir", godot_icall_GodotSharpDirs_DataMonoLibDir);
GDMonoUtils::add_internal_call("GodotTools.Internals.GodotSharpDirs::internal_DataMonoBinDir", godot_icall_GodotSharpDirs_DataMonoBinDir);
// EditorProgress
GDMonoUtils::add_internal_call("GodotTools.Internals.EditorProgress::internal_Create", godot_icall_EditorProgress_Create);
GDMonoUtils::add_internal_call("GodotTools.Internals.EditorProgress::internal_Dispose", godot_icall_EditorProgress_Dispose);
GDMonoUtils::add_internal_call("GodotTools.Internals.EditorProgress::internal_Step", godot_icall_EditorProgress_Step);
// ExportPlugin
GDMonoUtils::add_internal_call("GodotTools.Export.ExportPlugin::internal_GetExportedAssemblyDependencies", godot_icall_ExportPlugin_GetExportedAssemblyDependencies);
// Internals
GDMonoUtils::add_internal_call("GodotTools.Internals.Internal::internal_UpdateApiAssembliesFromPrebuilt", godot_icall_Internal_UpdateApiAssembliesFromPrebuilt);
GDMonoUtils::add_internal_call("GodotTools.Internals.Internal::internal_FullTemplatesDir", godot_icall_Internal_FullTemplatesDir);
GDMonoUtils::add_internal_call("GodotTools.Internals.Internal::internal_SimplifyGodotPath", godot_icall_Internal_SimplifyGodotPath);
GDMonoUtils::add_internal_call("GodotTools.Internals.Internal::internal_IsOsxAppBundleInstalled", godot_icall_Internal_IsOsxAppBundleInstalled);
GDMonoUtils::add_internal_call("GodotTools.Internals.Internal::internal_GodotIs32Bits", godot_icall_Internal_GodotIs32Bits);
GDMonoUtils::add_internal_call("GodotTools.Internals.Internal::internal_GodotIsRealTDouble", godot_icall_Internal_GodotIsRealTDouble);
GDMonoUtils::add_internal_call("GodotTools.Internals.Internal::internal_GodotMainIteration", godot_icall_Internal_GodotMainIteration);
GDMonoUtils::add_internal_call("GodotTools.Internals.Internal::internal_GetCoreApiHash", godot_icall_Internal_GetCoreApiHash);
GDMonoUtils::add_internal_call("GodotTools.Internals.Internal::internal_GetEditorApiHash", godot_icall_Internal_GetEditorApiHash);
GDMonoUtils::add_internal_call("GodotTools.Internals.Internal::internal_IsAssembliesReloadingNeeded", godot_icall_Internal_IsAssembliesReloadingNeeded);
GDMonoUtils::add_internal_call("GodotTools.Internals.Internal::internal_ReloadAssemblies", godot_icall_Internal_ReloadAssemblies);
GDMonoUtils::add_internal_call("GodotTools.Internals.Internal::internal_EditorDebuggerNodeReloadScripts", godot_icall_Internal_EditorDebuggerNodeReloadScripts);
GDMonoUtils::add_internal_call("GodotTools.Internals.Internal::internal_ScriptEditorEdit", godot_icall_Internal_ScriptEditorEdit);
GDMonoUtils::add_internal_call("GodotTools.Internals.Internal::internal_EditorNodeShowScriptScreen", godot_icall_Internal_EditorNodeShowScriptScreen);
GDMonoUtils::add_internal_call("GodotTools.Internals.Internal::internal_MonoWindowsInstallRoot", godot_icall_Internal_MonoWindowsInstallRoot);
GDMonoUtils::add_internal_call("GodotTools.Internals.Internal::internal_EditorRunPlay", godot_icall_Internal_EditorRunPlay);
GDMonoUtils::add_internal_call("GodotTools.Internals.Internal::internal_EditorRunStop", godot_icall_Internal_EditorRunStop);
GDMonoUtils::add_internal_call("GodotTools.Internals.Internal::internal_ScriptEditorDebugger_ReloadScripts", godot_icall_Internal_ScriptEditorDebugger_ReloadScripts);
GDMonoUtils::add_internal_call("GodotTools.Internals.Internal::internal_CodeCompletionRequest", godot_icall_Internal_CodeCompletionRequest);
// Globals
GDMonoUtils::add_internal_call("GodotTools.Internals.Globals::internal_EditorScale", godot_icall_Globals_EditorScale);
GDMonoUtils::add_internal_call("GodotTools.Internals.Globals::internal_GlobalDef", godot_icall_Globals_GlobalDef);
GDMonoUtils::add_internal_call("GodotTools.Internals.Globals::internal_EditorDef", godot_icall_Globals_EditorDef);
GDMonoUtils::add_internal_call("GodotTools.Internals.Globals::internal_TTR", godot_icall_Globals_TTR);
// Utils.OS
GDMonoUtils::add_internal_call("GodotTools.Utils.OS::GetPlatformName", godot_icall_Utils_OS_GetPlatformName);
GDMonoUtils::add_internal_call("GodotTools.Utils.OS::UnixFileHasExecutableAccess", godot_icall_Utils_OS_UnixFileHasExecutableAccess);
}