godot/modules/mono
Raul Santos b0274d0ee7
Fix .NET exporting in Linux
- Fix platform detection after Linux OS name was renamed from `LinuxBSD`
to `Linux`
- Fix arch detection after renaming `64` to `x86_64`
- Fix typo in `find_hostfxr`
2022-08-28 15:44:05 +02:00
..
build_scripts .NET: Change NETCore.App version detection to use highest match 2022-08-26 13:19:01 +02:00
doc_classes
editor Fix .NET exporting in Linux 2022-08-28 15:44:05 +02:00
glue Merge pull request #64959 from raulsntos/dotnet/fix-malloc-size 2022-08-28 01:44:56 +02:00
icons
mono_gd Fix .NET exporting in Linux 2022-08-28 15:44:05 +02:00
utils
__init__.py
.editorconfig
.gitignore
class_db_api_json.cpp
class_db_api_json.h
config.py Remove mentions of the Server platform from the Mono module 2022-08-24 14:56:40 -05:00
csharp_script.cpp C#: Replace P/Invoke with delegate pointers 2022-08-22 03:36:52 +02:00
csharp_script.h
Directory.Build.props
Directory.Build.targets
godotsharp_defs.h
godotsharp_dirs.cpp
godotsharp_dirs.h
interop_types.h
managed_callable.cpp
managed_callable.h
mono_gc_handle.cpp
mono_gc_handle.h
README.md C#: Add module README 2022-08-22 03:36:52 +02:00
register_types.cpp
register_types.h
SCsub
SdkPackageVersions.props
signal_awaiter_utils.cpp
signal_awaiter_utils.h

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.