C#/netcore: Add base desktop game export implementation
This base implementation is still very barebones but it defines the path for how exporting will work (at least when embedding the .NET runtime). Many manual steps are still needed, which should be automatized in the future. For example, in addition to the API assemblies, now you also need to copy the GodotPlugins assembly to each game project.
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51 changed files with 1568 additions and 1224 deletions
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@ -28,5 +28,37 @@ namespace Godot.SourceGenerators
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cds.GetLocation(),
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cds.SyntaxTree.FilePath));
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}
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public static void ReportNonPartialGodotScriptOuterClass(
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GeneratorExecutionContext context,
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TypeDeclarationSyntax outerTypeDeclSyntax
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)
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{
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var outerSymbol = context.Compilation
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.GetSemanticModel(outerTypeDeclSyntax.SyntaxTree)
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.GetDeclaredSymbol(outerTypeDeclSyntax);
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string fullQualifiedName = outerSymbol is INamedTypeSymbol namedTypeSymbol ?
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namedTypeSymbol.FullQualifiedName() :
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"type not found";
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string message =
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$"Missing partial modifier on declaration of type '{fullQualifiedName}', " +
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$"which contains one or more subclasses of '{GodotClasses.Object}'";
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string description = $"{message}. Subclasses of '{GodotClasses.Object}' and their " +
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"containing types must be declared with the partial modifier.";
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context.ReportDiagnostic(Diagnostic.Create(
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new DiagnosticDescriptor(id: "GODOT-G0002",
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title: message,
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messageFormat: message,
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category: "Usage",
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DiagnosticSeverity.Error,
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isEnabledByDefault: true,
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description),
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outerTypeDeclSyntax.GetLocation(),
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outerTypeDeclSyntax.SyntaxTree.FilePath));
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}
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}
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}
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