Commit Graph

5 Commits

Author SHA1 Message Date
Thaddeus Crews
64f2e8b64f
Dotnet: Fix attributes for sln/csproj files 2024-05-03 12:21:51 -05:00
Alberto Vilches
7a90c56c00 C# Add test suite for Diagnostic Analyzers: GlobalClass and MustBeVariant 2024-01-15 11:31:12 +01:00
Ignacio Roldán Etcheverry
f9a67ee9da C#: Begin move to .NET Core
We're targeting .NET 5 for now to make development easier while
.NET 6 is not yet released.

TEMPORARY REGRESSIONS
---------------------

Assembly unloading is not implemented yet. As such, many Godot
resources are leaked at exit. This will be re-implemented later
together with assembly hot-reloading.
2022-08-22 03:35:59 +02:00
Ignacio Etcheverry
e2afe700f6 Add C# source generator for a new ScriptPath attribute
This source generator adds a newly introduced attribute,
`ScriptPath` to all classes that:

- Are top-level classes (not inner/nested).
- Have the `partial` modifier.
- Inherit `Godot.Object`.
- The class name matches the file name.

A build error is thrown if the generator finds a class that meets these
conditions but is not declared `partial`, unless the class is annotated
with the `DisableGodotGenerators` attribute.

We also generate an `AssemblyHasScripts` assembly attribute which Godot
uses to get all the script classes in the assembly, eliminating the need
for Godot to search them. We can also avoid searching in assemblies that
don't have this attribute. This will be good for performance in the
future once we support multiple assemblies with Godot script classes.

This is an example of what the generated code looks like:

```
using Godot;
namespace Foo {
	[ScriptPathAttribute("res://Player.cs")]
	// Multiple partial declarations are allowed
	[ScriptPathAttribute("res://Foo/Player.cs")]
	partial class Player {}
}

[assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })]
```

The new attributes replace script metadata which we were generating by
determining the namespace of script classes with a very simple parser.
This fixes several issues with the old approach related to parser
errors and conditional compilation.
It also makes the task part of the MSBuild project build, rather than
a separate step executed by the Godot editor.
2021-03-06 21:50:32 +01:00
Ignacio Etcheverry
ced77b1e9b C#: Switch games to MSBuild Sdks and .NET Standard
Godot.NET.Sdk
-------------

Godot uses its own custom MSBuild Sdk for game
projects. This new Sdk adds its own functionality
on top of 'Microsoft.NET.Sdk'.

The new Sdk is resolved from the NuGet package.

All the default boilerplate was moved from game
projects to the Sdk. The default csproj for
game project can now be as simple as:

```
<Project Sdk="Godot.NET.Sdk/4.0.0-dev2">
  <PropertyGroup>
    <TargetFramework>netstandard2.1</TargetFramework>
  </PropertyGroup>
</Project>
```

Source files are included by automatically so
Godot no longer needs to keep the csproj in sync
when creating new source files.

Define constants
----------------

Godot defines a list of constants for conditional
compilation. When exporting games, this list also
included engine 'features' and platform 'bits'.
There were a few problems with that:

- The 'features' constants were only defined when
  exporting games. Not when building the game for
  running in the editor player.
- If the project was built externally by an IDE,
  the constants wouldn't be defined at all.

The new Sdk assigns default values to these
constants when not built from the Godot editor,
i.e.: when built from an IDE or from the command
line. The default define constants are determined
from the system MSBuild is running on.

However, it's not possible for MSBuild to
determine the set of supported engine features.
It's also not possible to determine if a project
is being built to run on a 32-bit or 64-bit
Godot executable.

As such the 'features' and 'bits' constants had
to be removed.
The benefit of checking those at compile time
was questionable, and they can still be checked
at runtime.

The new list of define constants includes:

- GODOT
- GODOT_<PLATFORM>
  Defaults to the platform MSBuild is running on.
- GODOT_<PC/MOBILE/WEB>
- TOOLS
  When building with the 'Debug' configuration
  (editor and editor player).
- GODOT_REAL_T_IS_DOUBLE
  Not defined by default unless $(GodotRealTIsDouble)
  is overriden to be 'true'.

.NET Standard
-------------

The target framework of game projects was changed
to 'netstandard2.1'.
2020-07-25 19:22:01 +02:00