Commit graph

57 commits

Author SHA1 Message Date
Andreia Gaita 21e524a798 C#: Let platforms signal if they support it or not
Instead of hardcoding platform names that support C#, let platforms
set a flag indicating if they support it. All public platforms
except web already support it, and it's a pain to maintain a patch
for this list just to add additional names of proprietary console
platforms.

This makes adding new platforms or variants or existing platforms
much easier, as the platform can signal what it supports/doesn't
support directly, and we can avoid harcoding platform names.
2024-02-13 22:48:43 +01:00
Andreia Gaita ee9a735c26 Add C# iOS support
This support is experimental and requires .NET 8

Known issues:
- Requires macOS due to use of lipo and xcodebuild
- arm64 simulator templates are not currently included
  in the official packaging
2023-10-09 18:22:56 +02:00
Rémi Verschelde cfd292939c
Haiku: Remove remnants of past WIP platform port
The Haiku platform port was never finalized, and moved to a separate repo in
Godot 3.2 days: https://github.com/godotengine/godot-platform-haiku

Sadly it didn't garner more interest there and is bitrotting. It was never
ported to Godot 4 so the bits of Haiku support left in Mono aren't useful.
2023-09-07 16:37:51 +02:00
RedworkDE f759cc00a3 C#: Enable exporting for Android 2023-06-28 22:34:14 +02:00
Rémi Verschelde 39facb35a0 SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.

New `target` presets
====================

The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:

- `editor`: Replaces `tools=yes target=release_debug`.
  * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
  * Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
  * Defines: `-O3`/`/O2`

New `dev_build` option
======================

The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:

- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
  enables generating debug symbols, does not define `NDEBUG` so `assert()`
  works in thirdparty libraries, adds a `.dev` suffix to the binary name.

Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.

Changed binary names
====================

The name of generated binaries and object files are changed too, to follow
this format:

`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`

For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`

Be sure to update your links/scripts/IDE config accordingly.

More flexible `optimize` and `debug_symbols` options
====================================================

The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:

`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-26 16:31:46 +02:00
Ignacio Roldán Etcheverry f784fb2000 C#: Replace libnethost dependency to find hostfxr
We want to replace libnethost as it gives us issues with some compilers.
Our implementation tries to mimic libnethost's hostfxr_resolver search
logic. We try to use the same function names for easier comparing in
case we need to update this in the future.
2022-09-07 16:36:36 +02:00
Fabio Alessandrelli d20b32186f [Web] Rename JavaScript platform to Web.
Also rename export name from "HTML5" to "Web".
2022-08-29 11:52:00 +02:00
Aaron Franke 09551c3d2b
Remove mentions of the Server platform from the Mono module 2022-08-24 14:56:40 -05:00
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 Roldán Etcheverry 124fbf95f8 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.
2022-08-22 03:35:59 +02:00
bruvzg 066ca97690
Add Text Server related options to the build profiles editor.
Adds SCons options to disable Brotli and Graphite.
Adds option categories to the build profiles editor.
Adds options default state to the build profiles editor.
Adds Text Server related options to the build profiles editor.
Fix misplaced OpenGL/Vulkan SCons options.
2022-08-03 15:06:43 +03:00
bruvzg 8823eae328
Rename OSX to macOS and iPhoneOS to iOS. 2022-07-21 09:37:52 +03:00
Aaron Franke 474d0f58f5
Add support for the RISC-V architecture
Supports RV64GC (RISC-V 64-bit with general-purpose and compressed-instruction extensions)
2021-10-22 12:51:10 -05:00
Ignacio Etcheverry dd5ace219d Mono: Add mono_bcl SCons option for a custom BCL location
Makes it let's bothersome to work with builds from our
godotengine/godot-mono-builds scripts, as they write the
BCL into an output directory separate from the runtime
(which is good as two runtimes may share the same BCL).
2020-12-06 01:15:20 +01:00
Rémi Verschelde d76806d322
Core: Always enable ptrcall, remove PTRCALL_ENABLED define
ptrcall is now also used to optimize calls in GDScript, on top of the existing
use by the GDNative and Mono modules.

It no longer makes sense to make it optional.
2020-11-25 14:08:17 +01:00
Rémi Verschelde 41c735fe50
Style: Fix black formatting after #42332
Somehow it did not run CI checks so we missed that one.

Also pin `black` version to latest upstream release.
2020-09-25 15:49:37 +02:00
Hugo Locurcio cfd564b385
Enable the copy_mono_root SCons option by default
This closes #41652.
2020-09-25 11:08:01 +02:00
Rémi Verschelde ba0db95909 DocData: Skip language-specific ClassDoc without methods/constants
Removes the useless `@C#`, `@NativeScript` and `@VisualScript` entries.
2020-06-17 15:09:07 +02:00
Ignacio Etcheverry e3a54152e4 Add SCons option to not build C# solutions 2020-05-22 17:44:33 +02:00
Ignacio Etcheverry b61ffef0ab Mono: Use msbuild instead of nuget.exe for restoring
- Make GodotTools output directly to the SCons output directory.
- Removed xbuild_fallback from the build system.
2020-05-09 19:45:04 +02:00
Ignacio Etcheverry 77dd061345 Mono/C#: Add iOS support
Right now, games only work on devices when exported with FullAOT+Interpreter.
There are some issues left that need to addressed for FullAOT alone. Right now,
it's giving issues with the Godot.NativeCalls static constructor.
2020-03-31 09:37:16 +02:00
Rémi Verschelde cd4e46ee65 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.
2020-03-30 09:05:53 +02:00
Mateo Kuruk Miccino f387b9b4f4 Multiple changes to DisplayServerX11
- Travis: Change x11 to linuxbsd
- SCons: Change x11 plataform to linuxbsd
- Plugins: Remove ; to avoid fallthrough warning
- DisplayServerX11: Implement set_icon
- DisplayServerX11: Fix X11 bug when a window was erased from windows
  map, all the changes from that erased windows are sending to the main
  window
- DisplayServerX11: Reorder create_window commands
- DisplayServerX11: Change every Size2 to Size2i and Rect2 to Rect2i
  where it belongs

+ More X11 fixes which have been integrated directly back into reduz's
original commits while rebasing the branch.
2020-03-26 15:49:54 +01:00
Andrii Doroshenko (Xrayez) 94b6c1363c Generate command line help text for mono module 2020-03-17 17:26:09 +02:00
Ignacio Etcheverry de7c2ad21b Mono/C#: WebAssembly support 2019-11-13 21:41:11 +01:00
Ignacio Etcheverry ff0c863cb1 Mono: Fix SCons options added to the wrong environment 2019-06-04 16:15:00 +02:00
Ignacio Etcheverry 6bb29eb847 Mono: Reorganize build scripts
All build scripts, other than config.py and SCSub, are now located in the build_scripts subdirectory.
2019-04-07 19:03:09 +02:00
Hendrikto 49a81308c0 Remove unused imports 2019-04-06 18:05:05 +02:00
Rémi Verschelde d52100f4ff SCons: Allow building Mono module with OSXCross
Improve the test logic to only assume that we're building for macOS
if OSXCROSS_ROOT is defined *and* we requested p=osx.

Supersedes #24480.
2018-12-22 12:36:19 +01:00
Ignacio Etcheverry 0f3fc93070 Fix assertion fail when loading assembly on project export 2018-11-08 16:47:15 +01:00
Ignacio Etcheverry d7ece43b74 Mono: Editor and export template dependencies and fixes
- Bundle editor dependencies:
    - 'GodotSharp': Root data directory for the editor
        - 'Tools': Editor dependencies. Only GodotSharp.dll for now.
        - 'Api': Prebuilt GodotSharp and GodotSharpEditor API assemblies.
        - 'Mono': Mono files to bundle with the editor.
            - 'bin': (Optional, not used for now) Mono bin directory.
            - 'etc': Mono configuration files.
            - 'lib': Mono dependency shared libraries.
            - 'lib/mono/4.5': Framework assemblies.
    - Added build option to copy the required files from the mono installation to 'GodotSharp/Mono'. Enable with 'copy_mono_root=yes'. Disabled by default.

- Export template dependencies:
    - 'data_AppName'/'data_Godot':
        - 'Mono': Mono files to bundle with the game.
            - 'etc': Mono configuration files.
            - 'lib': Mono dependency shared libraries.
    - The data directory is generated when compiling and must be bundled with the export templates. In the case of OSX, the data directory must be placed inside the 'osx.zip' export template.
    - In OSX, alternative location for directories (needed for app bundles) are:
        - 'data_AppName/Mono/etc' --> '../Resources/GodotSharp/Mono/etc'
        - 'data_AppName/Mono/lib' --> '../Frameworks/GodotSharp/Mono/lib'

- The editor can bundle prebuilt API assemblies.
    - Generate them with a tools build by running: `--generate-cs-core-api <GodotSharp_OutputDir> --generate-cs-editor-api <GodotSharpEditor_OutputDir> <GodotSharp_OutputDir>/bin/Release/GodotSharp.dll` (This command will be simplified in the future and both projects will be in the same solution)
    - Build the solutions and copy the output files to '#bin/GodotSharp/Api'.
- Fixed API assembly being added twice during the export process.
2018-10-03 19:16:29 +02:00
Ignacio Etcheverry a4e4dd3966
Merge pull request #22193 from neikeq/idontlikesanditscoarseandroughandirritatinganditgetseverywhere
Mono: Build and external editor improvements for OSX
2018-09-17 20:22:05 +02:00
Ignacio Etcheverry b032738a51 Add some mono root dir hints to the build script
This enhancement is specially noticeable in OSX, since it includes Mono's install location (both official and homebrew). This makes it possible to build Godot with Mono on OSX without pkg-config (pkg-config is bundled with Mono, but it's not added to PATH, so finding it would require finding the Mono root directory first).
2018-09-17 19:34:35 +02:00
Sophie Tauchert 99cd17b102
Check for mono binary when finding version 2018-09-16 15:20:44 +02:00
Justin Abene c6a4ca5c9e Prevent "cannot use a string pattern on a bytes-like object"
Fixes #21207
2018-08-20 00:42:47 -04:00
Rémi Verschelde 695b8d254e SCons: Fix mono_root initialization
As advised by @neikeq.
2018-08-14 08:55:37 +02:00
Teashrock 51a0a38135 Fixed absent variable exception while trying to raise another exception. 2018-08-13 16:28:28 +02:00
Ignacio Etcheverry 33fd0f762d Mono: Fix build script not decoding process utf-8 output 2018-07-04 16:07:52 +02:00
Ignacio Etcheverry 4739cb8c00 Mono: Pending exceptions and cleanup 2018-07-04 03:08:29 +02:00
Ignacio Etcheverry 25275de50e
Merge pull request #19016 from neikeq/w
Mono: Module build improvements
2018-06-22 19:18:15 +02:00
Ignacio Etcheverry ec6416d2b6 Mono: Module build improvements
- Add (Csc/Vbc/Fsc)ToolExe environment variables when running Mono's MSBuild.
- Fix directory for the 'mono_assemblies_output_dir' argument being created with the '#' top level directory token as part of its name.
- Allow to build with 'mono_static=yes' on Unix without specifying a mono prefix. The build script will try to find the mono prefix using the output from pkg-config.
2018-06-22 19:14:58 +02:00
Hein-Pieter van Braam f2d669f5d3 Fix Mono static linking on Mingw 2018-06-01 21:46:46 +02:00
Rémi Verschelde 3334209a73 SCons: Pass env to modules can_build method
This allows to disable modules based on the environment,
in particular `env[tools]` which tells us if we are
building the editor or not.
2018-05-30 19:11:36 +02:00
Ignacio Etcheverry a1aa98e05a Fix MSVC check when building with mono 2018-05-02 15:19:02 +02:00
Ignacio Etcheverry b5e6e142ef Add option to link mono statically on Windows 2018-04-25 21:15:35 +02:00
PJB3005 6a7f552c6f Fix mono build properly!
Fixes the mistake I made in #17603 to make it require Python > 3.6.
2018-03-19 16:36:03 +01:00
Pieter-Jan Briers 998f1977a8 Fix Mono builds with Python 3.
A subprocess call wasn't specifying an encoding,
so this gave a TypeError in Python 3.
2018-03-18 10:51:35 +01:00
Hein-Pieter van Braam c094e90b25 More reliably find mscorlib.dll on Linux 2018-02-27 21:52:24 +01:00
Rémi Verschelde 75c7e66c5e
Merge pull request #15641 from neikeq/mono-is-picky-regarding-corlib-so-we-must-make-sure-to-ship-the-right-version-otherwise-something-bad-may-happen
Mono: Buildsystem improvements
2018-02-27 11:08:17 +01:00
Benjamin Dobell 5920bc6f72 Fix pkgconfig detection of mono 2018-02-03 05:17:53 +11:00