raulsntos / godot-dotnet

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Godot .NET SourceGenerator Nuget and Godot Mono SourceGenerator Nuget name conflict #7

Open ZerxZ opened 1 month ago

ZerxZ commented 1 month ago

Godot version

Godot v4.3.dev5.mono

Godot .NET packages version

4.3.0-nightly.24260.1

System information

Windows 10.0.22000 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 Laptop GPU (NVIDIA; 31.0.15.5123) - 11th Gen Intel(R) Core(TM) i7-11800H @ 2.30GHz (16 Threads)

.NET information

8.0.204

Issue description

Godot .NET SourceGenerator Nuget Package and Godot Mono SourceGenerator Nuget Package name conflict should we have a better name to differentiate? And should Godot.Bindings be differentiated as well? for example Godot.GDExtension.Bindings namespace? To avoid confusion between GDExtension C# and Mono C#?

Steps to reproduce

N/A

Minimal reproduction project

N/A

raulsntos commented 1 month ago

As I see it, the fact that the new bindings use the GDExtension API is an implementation detail. And I'd rather keep the good names for the new packages. The Godot.SourceGenerators package name conflict is unfortunate, we could consider renaming the old package instead (e.g.: GodotSharp.SourceGenerators).

Keep in mind that most users will use these packages through the Godot.NET.Sdk and will never have to manage these packages themselves, so I don't think we have to worry about confusion.

GeorgeS2019 commented 1 month ago

@ZerxZ U need to translate to English first to be community friendly.

ZerxZ commented 1 month ago

As I see it, the fact that the new bindings use the GDExtension API is an implementation detail. And I'd rather keep the good names for the new packages. The Godot.SourceGenerators package name conflict is unfortunate, we could consider renaming the old package instead (e.g.: GodotSharp.SourceGenerators).

Keep in mind that most users will use these packages through the Godot.NET.Sdk and will never have to manage these packages themselves, so I don't think we have to worry about confusion.

Mainly I build Godot engine source code and Godot Dotnet will conflict with each other, causing the source code generator to fail. General users may not be affected.