godot/modules/mono
Raul Santos 8ce4a0cf15
C#: Fix crash when reloading scripts
The crash cond was accidentally moved to the `reload_scripts` method when it was only meant to be in the `reload_tool_script` method. Same about restarting the HotReloadAssemblyWatcher timer.

Also removed the loop that checks if the script array contains a C# script because if we're in CSharpLanguage we can assume that at least one of them is.
2024-02-07 06:33:51 +01:00
..
build_scripts
doc_classes
editor Merge pull request #84640 from aaronfranke/gravity-get 2024-02-05 14:48:31 +01:00
glue Merge pull request #87838 from paulloz/dotnet/fix-duplicate-key-on-reload 2024-02-02 12:05:14 +01:00
icons
mono_gd Merge pull request #87679 from raulsntos/dotnet/remove-unused 2024-01-30 17:48:07 +01:00
thirdparty
utils Fix #if *_ENABLED inconsistencies, should check if defined 2024-01-17 10:30:15 +01:00
__init__.py
.editorconfig
.gitignore
class_db_api_json.cpp
class_db_api_json.h
config.py
csharp_script.cpp C#: Fix crash when reloading scripts 2024-02-07 06:33:51 +01:00
csharp_script.h C#: Fix sorting for generic types when reloading assemblies. 2024-01-26 18:00:46 +08:00
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
register_types.cpp
register_types.h
SCsub C#: Remove unused code 2024-01-28 16:09:59 +01:00
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.

Double Precision Support (REAL_T_IS_DOUBLE)

Follow the above instructions but build Godot with the precision=double argument to scons

When building the NuGet packages, specify --precision=double - for example:

./modules/mono/build_scripts/build_assemblies.py --godot-output-dir ./bin \
    --push-nupkgs-local ~/MyLocalNugetSource --precision=double