Cleaned up more remnants of the mono module.

This commit is contained in:
Relintai 2022-03-23 23:10:27 +01:00
parent a04b1f23bf
commit c054c4db58
10 changed files with 2 additions and 189 deletions

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@ -1047,9 +1047,6 @@ ProjectSettings::ProjectSettings() {
PoolStringArray extensions = PoolStringArray();
extensions.push_back("gd");
if (Engine::get_singleton()->has_singleton("PandemoniumSharp")) {
extensions.push_back("cs");
}
extensions.push_back("gdshader");
extensions.push_back("shader");

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@ -1029,20 +1029,7 @@
<member name="memory/limits/multithreaded_server/rid_pool_prealloc" type="int" setter="" getter="" default="60">
This is used by servers when used in multi-threading mode (servers and visual). RIDs are preallocated to avoid stalling the server requesting them on threads. If servers get stalled too often when loading resources in a thread, increase this number.
</member>
<member name="mono/debugger_agent/port" type="int" setter="" getter="" default="23685">
</member>
<member name="mono/debugger_agent/wait_for_debugger" type="bool" setter="" getter="" default="false">
</member>
<member name="mono/debugger_agent/wait_timeout" type="int" setter="" getter="" default="3000">
</member>
<member name="mono/profiler/args" type="String" setter="" getter="" default="&quot;log:calls,alloc,sample,output=output.mlpd&quot;">
</member>
<member name="mono/profiler/enabled" type="bool" setter="" getter="" default="false">
</member>
<member name="mono/runtime/unhandled_exception_policy" type="int" setter="" getter="" default="0">
The policy to use for unhandled Mono (C#) exceptions. The default "Terminate Application" exits the project as soon as an unhandled exception is thrown. "Log Error" logs an error message to the console instead, and will not interrupt the project execution when an unhandled exception is thrown.
[b]Note:[/b] The unhandled exception policy is always set to "Log Error" in the editor, which also includes C# [code]tool[/code] scripts running within the editor as well as editor plugin code.
</member>
<member name="network/limits/debugger_stdout/max_chars_per_second" type="int" setter="" getter="" default="2048">
Maximum amount of characters allowed to send as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.
</member>

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@ -14,9 +14,6 @@
[/codeblock]
Godot tracks all scripting API variables within Variants. Without even realizing it, you use Variants all the time. When a particular language enforces its own rules for keeping data typed, then that language is applying its own custom logic over the base Variant scripting API.
- GDScript automatically wrap values in them. It keeps all data in plain Variants by default and then optionally enforces custom static typing rules on variable types.
- VisualScript tracks properties inside Variants as well, but it also uses static typing. The GUI interface enforces that properties have a particular type that doesn't change over time.
- C# is statically typed, but uses the Mono [code]object[/code] type in place of Godot's Variant class when it needs to represent a dynamic value. [code]object[/code] is the Mono runtime's equivalent of the same concept.
- The statically-typed language NativeScript C++ does not define a built-in Variant-like class. Godot's GDNative bindings provide their own godot::Variant class for users; Any point at which the C++ code starts interacting with the Godot runtime is a place where you might have to start wrapping data inside Variant objects.
The global [method @GDScript.typeof] function returns the enumerated value of the Variant type stored in the current variable (see [enum Variant.Type]).
[codeblock]
var foo = 2

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@ -18199,23 +18199,6 @@ msgid ""
"have a flat shaded look."
msgstr ""
#: modules/mono/doc_classes/CSharpScript.xml
msgid ""
"A script implemented in the C# programming language (Mono-enabled builds "
"only)."
msgstr ""
#: modules/mono/doc_classes/CSharpScript.xml
msgid ""
"This class represents a C# script. It is the C# equivalent of the [GDScript] "
"class and is only available in Mono-enabled Pandemonium builds.\n"
"See also [PandemoniumSharp]."
msgstr ""
#: modules/mono/doc_classes/CSharpScript.xml
#: modules/gdnative/doc_classes/PluginScript.xml
msgid "Returns a new instance of the script."
msgstr ""
#: doc/classes/CubeMap.xml
msgid "A CubeMap is a 6-sided 3D texture."
@ -25560,67 +25543,6 @@ msgid ""
"and [DirectionalLight] respectively."
msgstr ""
#: modules/mono/doc_classes/PandemoniumSharp.xml
msgid "Bridge between Pandemonium and the Mono runtime (Mono-enabled builds only)."
msgstr ""
#: modules/mono/doc_classes/PandemoniumSharp.xml
msgid ""
"This class is a bridge between Pandemonium and the Mono runtime. It exposes "
"several low-level operations and is only available in Mono-enabled Pandemonium "
"builds.\n"
"See also [CSharpScript]."
msgstr ""
#: modules/mono/doc_classes/PandemoniumSharp.xml
msgid "Attaches the current thread to the Mono runtime."
msgstr ""
#: modules/mono/doc_classes/PandemoniumSharp.xml
msgid "Detaches the current thread from the Mono runtime."
msgstr ""
#: modules/mono/doc_classes/PandemoniumSharp.xml
msgid ""
"Returns the current MonoDomain ID.\n"
"[b]Note:[/b] The Mono runtime must be initialized for this method to work "
"(use [method is_runtime_initialized] to check). If the Mono runtime isn't "
"initialized at the time this method is called, the engine will crash."
msgstr ""
#: modules/mono/doc_classes/PandemoniumSharp.xml
msgid ""
"Returns the scripts MonoDomain's ID. This will be the same MonoDomain ID as "
"[method get_domain_id], unless the scripts domain isn't loaded.\n"
"[b]Note:[/b] The Mono runtime must be initialized for this method to work "
"(use [method is_runtime_initialized] to check). If the Mono runtime isn't "
"initialized at the time this method is called, the engine will crash."
msgstr ""
#: modules/mono/doc_classes/PandemoniumSharp.xml
msgid ""
"Returns [code]true[/code] if the domain is being finalized, [code]false[/"
"code] otherwise."
msgstr ""
#: modules/mono/doc_classes/PandemoniumSharp.xml
msgid ""
"Returns [code]true[/code] if the Mono runtime is initialized, [code]false[/"
"code] otherwise."
msgstr ""
#: modules/mono/doc_classes/PandemoniumSharp.xml
msgid ""
"Returns [code]true[/code] if the Mono runtime is shutting down, [code]false[/"
"code] otherwise."
msgstr ""
#: modules/mono/doc_classes/PandemoniumSharp.xml
msgid ""
"Returns [code]true[/code] if the scripts domain is loaded, [code]false[/"
"code] otherwise."
msgstr ""
#: doc/classes/Gradient.xml
msgid ""
"A color interpolator resource which can be used to generate colors between "

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@ -18224,24 +18224,6 @@ msgid ""
"have a flat shaded look."
msgstr ""
#: modules/mono/doc_classes/CSharpScript.xml
msgid ""
"A script implemented in the C# programming language (Mono-enabled builds "
"only)."
msgstr ""
#: modules/mono/doc_classes/CSharpScript.xml
msgid ""
"This class represents a C# script. It is the C# equivalent of the [GDScript] "
"class and is only available in Mono-enabled Godot builds.\n"
"See also [GodotSharp]."
msgstr ""
#: modules/mono/doc_classes/CSharpScript.xml
#: modules/gdnative/doc_classes/PluginScript.xml
msgid "Returns a new instance of the script."
msgstr ""
#: doc/classes/CubeMap.xml
msgid "A CubeMap is a 6-sided 3D texture."
msgstr ""

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@ -12513,14 +12513,6 @@ msgstr ""
msgid "Plotting lightmaps"
msgstr ""
#: modules/mono/csharp_script.cpp
msgid "Class name can't be a reserved keyword"
msgstr ""
#: modules/mono/csharp_script.cpp
msgid "Build Solution"
msgstr ""
#: modules/mono/mono_gd/gd_mono_utils.cpp
msgid "End of inner exception stack trace"
msgstr ""

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@ -13007,15 +13007,6 @@ msgstr "Utófeldolgozás"
msgid "Plotting lightmaps"
msgstr "Fénytérképek Ábrázolása"
#: modules/mono/csharp_script.cpp
msgid "Class name can't be a reserved keyword"
msgstr ""
#: modules/mono/csharp_script.cpp
#, fuzzy
msgid "Build Solution"
msgstr "Kijelölés kitöltése"
#: modules/mono/mono_gd/gd_mono_utils.cpp
msgid "End of inner exception stack trace"
msgstr ""

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@ -1647,18 +1647,6 @@ bool Main::start() {
ERR_FAIL_COND_V_MSG(!da, false, "Argument supplied to --doctool must be a valid directory path.");
}
#ifndef MODULE_MONO_ENABLED
// Hack to define Mono-specific project settings even on non-Mono builds,
// so that we don't lose their descriptions and default values in DocData.
// Default values should be synced with mono_gd/gd_mono.cpp.
GLOBAL_DEF("mono/debugger_agent/port", 23685);
GLOBAL_DEF("mono/debugger_agent/wait_for_debugger", false);
GLOBAL_DEF("mono/debugger_agent/wait_timeout", 3000);
GLOBAL_DEF("mono/profiler/args", "log:calls,alloc,sample,output=output.mlpd");
GLOBAL_DEF("mono/profiler/enabled", false);
GLOBAL_DEF("mono/runtime/unhandled_exception_policy", 0);
#endif
DocData doc;
doc.generate(doc_base);

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@ -790,19 +790,6 @@ def generate_vs_project(env, num_jobs):
env.vs_incs.append(str(header))
module_configs = ModuleConfigs()
import modules.mono.build_scripts.mono_reg_utils as mono_reg
if env.get("module_mono_enabled"):
mono_root = env.get("mono_prefix") or mono_reg.find_mono_root_dir(env["bits"])
if mono_root:
module_configs.add_mode(
"mono",
includes=os.path.join(mono_root, "include", "mono-2.0"),
cli_args="module_mono_enabled=yes mono_glue=yes",
defines=[("MONO_GLUE_ENABLED",)],
)
else:
print("Mono installation directory not found. Generated project will not have build variants for Mono.")
env["MSVSBUILDCOM"] = module_configs.build_commandline("scons")
env["MSVSREBUILDCOM"] = module_configs.build_commandline("scons vsproj=yes")

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@ -157,12 +157,6 @@ bool EditorExportPlatformOSX::get_option_visibility(const String &p_option, cons
}
}
// These entitlements are required to run managed code, and are always enabled in Mono builds.
if (Engine::get_singleton()->has_singleton("PandemoniumSharp")) {
if (p_option == "codesign/entitlements/allow_jit_code_execution" || p_option == "codesign/entitlements/allow_unsigned_executable_memory" || p_option == "codesign/entitlements/allow_dyld_environment_variables") {
return false;
}
}
return true;
}
@ -981,21 +975,6 @@ Error EditorExportPlatformOSX::export_project(const Ref<EditorExportPreset> &p_p
}
if (data.size() > 0) {
if (file.find("/data.mono.osx.64.release_debug/") != -1) {
if (!p_debug) {
ret = unzGoToNextFile(src_pkg_zip);
continue; // skip
}
file = file.replace("/data.mono.osx.64.release_debug/", "/PandemoniumSharp/");
}
if (file.find("/data.mono.osx.64.release/") != -1) {
if (p_debug) {
ret = unzGoToNextFile(src_pkg_zip);
continue; // skip
}
file = file.replace("/data.mono.osx.64.release/", "/PandemoniumSharp/");
}
if (file.ends_with(".dylib")) {
dylibs_found.push_back(file);
}
@ -1056,15 +1035,7 @@ Error EditorExportPlatformOSX::export_project(const Ref<EditorExportPreset> &p_p
ent_f->store_line("<!DOCTYPE plist PUBLIC \"-//Apple//DTD PLIST 1.0//EN\" \"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">");
ent_f->store_line("<plist version=\"1.0\">");
ent_f->store_line("<dict>");
if (Engine::get_singleton()->has_singleton("PandemoniumSharp")) {
// These entitlements are required to run managed code, and are always enabled in Mono builds.
ent_f->store_line("<key>com.apple.security.cs.allow-jit</key>");
ent_f->store_line("<true/>");
ent_f->store_line("<key>com.apple.security.cs.allow-unsigned-executable-memory</key>");
ent_f->store_line("<true/>");
ent_f->store_line("<key>com.apple.security.cs.allow-dyld-environment-variables</key>");
ent_f->store_line("<true/>");
} else {
if ((bool)p_preset->get("codesign/entitlements/allow_jit_code_execution")) {
ent_f->store_line("<key>com.apple.security.cs.allow-jit</key>");
ent_f->store_line("<true/>");
@ -1077,7 +1048,6 @@ Error EditorExportPlatformOSX::export_project(const Ref<EditorExportPreset> &p_p
ent_f->store_line("<key>com.apple.security.cs.allow-dyld-environment-variables</key>");
ent_f->store_line("<true/>");
}
}
if ((bool)p_preset->get("codesign/entitlements/disable_library_validation")) {
ent_f->store_line("<key>com.apple.security.cs.disable-library-validation</key>");