Commit graph

111 commits

Author SHA1 Message Date
Hugo Locurcio 180e5d3028
Remove RES and REF typedefs in favor of spelled out Ref<>
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
2022-05-03 01:43:50 +02:00
reduz 360dea5348 Add GDExtension support to Script
* Ability to create script languages from GDExtension
* Some additions to gdnative_extension.h to make this happen
* Moved the GDExtension binder to core

This now allows creating scripting languages from GDExtension, with the same ease as if it was a module. It replaces the old PluginScript from Godot 3.x.
Warning: GodotCPP will need to be updated to support this (it may be a bit of work as ScriptInstance needs to be created over there again).
2022-03-27 16:13:00 +02:00
reduz 21637dfc25 Remove VARIANT_ARG* macros
* Very old macros from the time Godot was created.
* Limited arguments to 5 (then later changed to 8) in many places.
* They were replaced by C++11 Variadic Templates.
* Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard.
* Also added a dereference check for Variant*. Helped catch a couple of bugs.
2022-03-09 18:39:13 +01:00
Rémi Verschelde b8b4580448
Style: Cleanup single-line blocks, semicolons, dead code
Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
2022-02-16 14:06:29 +01:00
zwebb 466661c78f initialized member variables in header 2022-02-03 11:14:42 -05:00
Ignacio Roldán Etcheverry e527687e1e
Merge pull request #55679 from raulsntos/script_reload_fix
C# scripts reload in editor fixed
2022-01-16 11:56:39 +01:00
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
fabriceci 9d5b807059 Improve editor template workflow
Co-Authored-By: jmb462 <jmb462@gmail.com>
2022-01-02 21:52:09 +01:00
Raul Santos 4a339dc8fd
C# script reload fixed
Co-authored-by: Michael Bickel <mib@developium.net>
Co-authored-by: Germanrc <german_1995a@hotmail.com>
2021-12-06 19:45:59 +01:00
Raul Santos c6ecc04114
Keep order for C# exported members 2021-10-22 19:25:01 +02:00
Paul Joannon 19f25b6847
Improve C# method listing
- implement CSharpInstance::get_method_list
- loop through parent classes in CSharpInstance::get_method_list and CSharpScript::get_script_method_list (#46408)
2021-09-12 19:54:54 +02:00
Fabio Alessandrelli bf9aae09ba [Net] Move multiplayer to core subdir, split RPCManager.
Move multiplayer classes to "core/multiplayer" subdir.

Move the RPCConfig and enums (TransferMode, RPCMode) to a separate
file (multiplayer.h), and bind them to the global namespace.

Move the RPC handling code to its own class (RPCManager).

Renames "get_rpc_sender_id" to "get_remote_sender_id".
2021-09-07 11:14:30 +02:00
Ignacio Roldán Etcheverry 5ea500e599 Fix C# native instance bindings after recent re-write
This was needed after: 4469144891
2021-08-16 17:16:36 +02:00
Lightning_A e28fd07b2b Rename instance()->instantiate() when it's a verb 2021-06-19 20:49:18 -06:00
Eric M d0e78c86d7 Added support for scripts reporting multiple errors to ScriptTextEditor
Scripts can now report multiple errors to the scripting editors in the engine. UI elements were added to support multiple errors.
2021-06-19 22:20:30 +10:00
Pedro J. Estébanez 2ca6b9c610 Fix slow load/save of scenes with many instances of the same script 2021-06-13 13:32:44 +02:00
Pedro J. Estébanez 04688b92ff Rename Reference to RefCounted 2021-06-11 18:48:42 +02:00
Rémi Verschelde 896aa94283
Merge pull request #49221 from Faless/mp/4.x_rpc_refactor
[Net] Refactor RPCs, remove RSETs
2021-06-07 17:00:08 +02:00
Marcel Admiraal beae6527e0 Add missing override keyword to CSharpLanguage::is_control_flow_keyword() 2021-06-04 18:39:30 +01:00
Fabio Alessandrelli d779b5aa3e [Net] Refactor RPCs, remove RSETs
In this PR:
- Removed rset
- rpc_config can now optionally configure transfer mode
  (reliable/unreliable/ordered) and channel (channels are not actually
  implemented yet.)
- Refactor how the RPC id is computed to minimize the logic in Node and
  scripts that now only needs a single `get_rpc_methods` function.
2021-06-01 17:24:21 +02:00
Hugo Locurcio e905e8f145
Highlight control flow keywords with a different color
This makes them easier to distinguish from other keywords.
2021-05-05 22:38:12 +02:00
Ignacio Etcheverry 5b3b9cd63b C#: Fix disconnecting event signals twice
`disconnect_event_signals` can be called twice (when managed instance
is disposed and from the ScriptInstance destructor).
2021-03-15 07:08:10 +01:00
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
reduz f8d03b98e7 Improve resource load cache
-Added a new method in Resource: reset_state , used for reloading the same resource from disk
-Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type)
-Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
2021-02-11 15:44:28 -03:00
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Thakee Nathees 42bfa16996 Refactor DocData into core and editor (DocTools) parts 2020-12-02 00:48:39 +05:30
Thakee Nathees d0e7d9b62f Documentation generation for GDScript
- ClassDoc added to GDScript and property reflection data were extracted
from parse tree

- GDScript comments are collected from tokenizer for documentation and
applied to the ClassDoc by the GDScript compiler

- private docs were excluded (name with underscore prefix and doesn't
have any doc comments)

- default values (of non exported vars), arguments are extraced from the
parser

- Integrated with GDScript 2.0 and new enums were added.

- merge conflicts fixed
2020-11-29 19:45:36 +05:30
reduz 127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
Ignacio Etcheverry 34960cb936 C#: Fix custom event signals crash on hot-reload
Cleanup and re-initialization of event signals before
and after hot-reload should be working correctly now.
2020-10-26 07:00:51 +01:00
opl- e4d20ae373 Fix code duplication in CSharpScript
Removes code duplication between `CSharpScript::reload()` and `CSharpScript::initialize_for_managed_type()`.

Removes a redundant `CSharpScript::update_exports()` call in `CSharpLanguage::reload_assemblies()` as `CSharpScript::reload()` already calls it when appropriate.

Fixes missing update of RPC information in `CSharpScript::initialize_for_managed_type()`.
2020-10-13 06:46:34 +02:00
George Marques 2b9d9bc364
Remove multilevel calls
In general they are more confusing to users because they expect
inheritance to fully override parent methods. This behavior can be
enabled by script writers using a simple super() call.
2020-07-24 14:13:58 -03:00
Ignacio Etcheverry 2511c43972 Mono/C#: Fix several clang-tidy warnings and cleanup 2020-07-05 19:19:36 +02:00
Ignacio Etcheverry 51e1614d28 Mono/C#: Fix values not updated in remote inspector 2020-05-22 00:58:38 +02:00
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde 1f6f364a56 Port member initialization from constructor to declaration (C++11)
Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.

Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
2020-05-14 10:01:56 +02:00
pepegadeveloper123 4e00d8520d Inherited C# scene not inheriting parent's fields
When a child scene inherits a parent scene with a C# root node, the
parent scene's export variables appear to assume values set in the
parent scene, in the child scene's Inspector. However, when the child
scene is played, the parent scene's export variables assume default
values.
When a node is created, it inherits its parent C# script's fields from
the map CSharpScriptInstance::script->member_info. However this map was
not initialized outside the editor, and this commit ensured it is. This
fixes issues #36480 and #37581.
2020-05-11 03:20:11 +09:00
Juan Linietsky 5d4dc2d45c Add ability to bind typed arrays to script API
Note: Only replaced 2 instances to test, Node.get_children and TileMap.get_used_cells
Note: Will do a mass replace on later PRs of whathever I can find, but probably need
a tool to grep through doc.
Warning: Mono will break, needs to be fixed (and so do TypeScript and NativeScript, need to ask respective maintainers)
2020-04-21 10:15:40 +02:00
Juan Linietsky ae09b55a19 Exposed RenderingDevice to script API
Also added an easier way to load native GLSL shaders.

Extras:

Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload.

Note:

The precommit hooks are broken because they don't seem to support enums from one class being used in another.
Feel free to fix this after merging this PR.
2020-04-20 21:21:58 -03:00
lupoDharkael 95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Ignacio Etcheverry 0b814ea78d Mono/C#: Optimize the way we store GC handles for scripts
Don't store GC handles for C# script instances and instance bindings as 'Ref<MonoGCHandle>'; store the raw data instead. Initially this was not possible as we needed to store a Variant, but this had not been the case for a looong time yet the stored type was never updated.
2020-03-17 21:51:05 +01:00
Ignacio Etcheverry 6a85cdf640 Fix C# bindings after recent breaking changes
Implementation for new Variant types Callable, Signal, StringName.
Added support for PackedInt64Array and PackedFloat64Array.

Add generation of signal members as events, as well as support for
user created signals as events.
NOTE: As of now, raising such events will not emit the signal. As such,
one must use `EmitSignal` instead of raising the event directly.

Removed old ThreadLocal fallback class. It's safe to use thread_local now since
it's supported on all minimum versions of compilers we support.
2020-03-17 16:30:04 +01:00
Rémi Verschelde cb282c6ef0 Style: Set clang-format Standard to Cpp11
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.

Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-17 07:36:24 +01:00
Juan Linietsky 475e4ea67b Removed interactive loader, added proper thread loading. 2020-02-28 11:20:45 -03:00
Pedro J. Estébanez 18fbdbb456 Reimplement Mutex with C++'s <mutex>
Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- Thread-safe utilities are therefore simpler now.

Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-26 20:40:10 +01:00
Juan Linietsky 69c95f4b4c Reworked signal connection system, added support for Callable and Signal objects and made them default. 2020-02-20 08:24:50 +01:00
Juan Linietsky 3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Andrea Catania eb07e87981 Optmized data sent during RPC and RSet calls.
- Now is sent the method ID rather the full function name.
- The passed IDs (Node and Method) are compressed so to use less possible space.
- The variant (INT and BOOL) is now encoded and compressed so to use much less data.
- Optimized RPCMode retrieval for GDScript functions.
- Added checksum to assert the methods are the same across peers.

This work has been kindly sponsored by IMVU.
2020-02-12 13:36:47 +01:00
Ignacio Etcheverry 55b2e58a98 Mono/C#: Lighten up unsafe reference checks
Because of the weird case with multi-threading and ResourceLoader, it can be the case that a resource is GCed while being referenced again in the main thread. In such cases, a new unsafe reference is created before the finalizer thread removes the previous one.
2020-01-23 21:23:32 +01:00
Ignacio Etcheverry a6a5ef0fd6 Mono/C#: Add error checks to detect possible Reference leaks 2020-01-13 21:00:07 +01:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00