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community
godot
Commits
54bb4cb6
Unverified
Commit
54bb4cb6
authored
May 11, 2020
by
Rémi Verschelde
Committed by
GitHub
May 11, 2020
Browse files
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Browse Files
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Merge pull request #38650 from neikeq/dotnet-cli-support
C#: Support for building with the dotnet CLI
parents
77a9334c
dcf1dc4f
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Showing
15 changed files
with
182 additions
and
79 deletions
+182
-79
godot_tools_build.py
modules/mono/build_scripts/godot_tools_build.py
+1
-1
solution_builder.py
modules/mono/build_scripts/solution_builder.py
+35
-15
GodotTools.ProjectEditor.csproj
.../GodotTools.ProjectEditor/GodotTools.ProjectEditor.csproj
+8
-8
MSBuild.exe
...no/editor/GodotTools/GodotTools.ProjectEditor/MSBuild.exe
+0
-0
ProjectGenerator.cs
...r/GodotTools/GodotTools.ProjectEditor/ProjectGenerator.cs
+6
-0
ProjectUtils.cs
...ditor/GodotTools/GodotTools.ProjectEditor/ProjectUtils.cs
+23
-3
BuildSystem.cs
...es/mono/editor/GodotTools/GodotTools/Build/BuildSystem.cs
+24
-24
BuildTool.cs
modules/mono/editor/GodotTools/GodotTools/Build/BuildTool.cs
+10
-0
MsBuildFinder.cs
.../mono/editor/GodotTools/GodotTools/Build/MsBuildFinder.cs
+30
-11
BuildInfo.cs
modules/mono/editor/GodotTools/GodotTools/BuildInfo.cs
+3
-1
BuildManager.cs
modules/mono/editor/GodotTools/GodotTools/BuildManager.cs
+36
-16
GodotSharpEditor.cs
...les/mono/editor/GodotTools/GodotTools/GodotSharpEditor.cs
+3
-0
GodotTools.csproj
modules/mono/editor/GodotTools/GodotTools/GodotTools.csproj
+1
-0
GodotSharp.csproj
modules/mono/glue/GodotSharp/GodotSharp/GodotSharp.csproj
+1
-0
GodotSharpEditor.csproj
.../glue/GodotSharp/GodotSharpEditor/GodotSharpEditor.csproj
+1
-0
No files found.
modules/mono/build_scripts/godot_tools_build.py
View file @
54bb4cb6
...
...
@@ -15,7 +15,7 @@ def build_godot_tools(source, target, env):
from
.solution_builder
import
build_solution
build_solution
(
env
,
solution_path
,
build_config
,
restore
=
True
)
build_solution
(
env
,
solution_path
,
build_config
)
# No need to copy targets. The GodotTools csproj takes care of copying them.
...
...
modules/mono/build_scripts/solution_builder.py
View file @
54bb4cb6
...
...
@@ -4,7 +4,29 @@ import os
verbose
=
False
def
find_msbuild_unix
(
filename
):
def
find_dotnet_cli
():
import
os.path
if
os
.
name
==
"nt"
:
windows_exts
=
os
.
environ
[
"PATHEXT"
]
windows_exts
=
windows_exts
.
split
(
os
.
pathsep
)
if
windows_exts
else
[]
for
hint_dir
in
os
.
environ
[
"PATH"
]
.
split
(
os
.
pathsep
):
hint_dir
=
hint_dir
.
strip
(
'"'
)
hint_path
=
os
.
path
.
join
(
hint_dir
,
"dotnet"
)
if
os
.
path
.
isfile
(
hint_path
)
and
os
.
access
(
hint_path
,
os
.
X_OK
):
return
hint_path
if
os
.
path
.
isfile
(
hint_path
+
".exe"
)
and
os
.
access
(
hint_path
+
".exe"
,
os
.
X_OK
):
return
hint_path
+
".exe"
else
:
for
hint_dir
in
os
.
environ
[
"PATH"
]
.
split
(
os
.
pathsep
):
hint_dir
=
hint_dir
.
strip
(
'"'
)
hint_path
=
os
.
path
.
join
(
hint_dir
,
"dotnet"
)
if
os
.
path
.
isfile
(
hint_path
)
and
os
.
access
(
hint_path
,
os
.
X_OK
):
return
hint_path
def
find_msbuild_unix
():
import
os.path
import
sys
...
...
@@ -86,15 +108,7 @@ def run_command(command, args, env_override=None, name=None):
raise
RuntimeError
(
"'
%
s' exited with error code:
%
s"
%
(
name
,
e
.
returncode
))
def
nuget_restore
(
env
,
*
args
):
global
verbose
verbose
=
env
[
"verbose"
]
# Do NuGet restore
run_command
(
nuget_path
,
[
"restore"
]
+
list
(
args
),
name
=
"nuget restore"
)
def
build_solution
(
env
,
solution_path
,
build_config
,
extra_msbuild_args
=
[],
restore
=
False
):
def
build_solution
(
env
,
solution_path
,
build_config
,
extra_msbuild_args
=
[]):
global
verbose
verbose
=
env
[
"verbose"
]
...
...
@@ -104,6 +118,14 @@ def build_solution(env, solution_path, build_config, extra_msbuild_args=[], rest
if
"PLATFORM"
in
msbuild_env
:
del
msbuild_env
[
"PLATFORM"
]
msbuild_args
=
[]
dotnet_cli
=
find_dotnet_cli
()
if
dotnet_cli
:
msbuild_path
=
dotnet_cli
msbuild_args
+=
[
"msbuild"
]
# `dotnet msbuild` command
else
:
# Find MSBuild
if
os
.
name
==
"nt"
:
msbuild_info
=
find_msbuild_windows
(
env
)
...
...
@@ -112,7 +134,7 @@ def build_solution(env, solution_path, build_config, extra_msbuild_args=[], rest
msbuild_path
=
msbuild_info
[
0
]
msbuild_env
.
update
(
msbuild_info
[
1
])
else
:
msbuild_path
=
find_msbuild_unix
(
"msbuild"
)
msbuild_path
=
find_msbuild_unix
(
)
if
msbuild_path
is
None
:
raise
RuntimeError
(
"Cannot find MSBuild executable"
)
...
...
@@ -120,11 +142,9 @@ def build_solution(env, solution_path, build_config, extra_msbuild_args=[], rest
# Build solution
targets
=
[
"Build"
]
if
restore
:
targets
.
insert
(
0
,
"Restore"
)
targets
=
[
"Restore"
,
"Build"
]
msbuild_args
=
[
solution_path
,
"/t:
%
s"
%
","
.
join
(
targets
),
"/p:Configuration="
+
build_config
]
msbuild_args
+
=
[
solution_path
,
"/t:
%
s"
%
","
.
join
(
targets
),
"/p:Configuration="
+
build_config
]
msbuild_args
+=
extra_msbuild_args
run_command
(
msbuild_path
,
msbuild_args
,
env_override
=
msbuild_env
,
name
=
"msbuild"
)
modules/mono/editor/GodotTools/GodotTools.ProjectEditor/GodotTools.ProjectEditor.csproj
View file @
54bb4cb6
...
...
@@ -6,18 +6,18 @@
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Microsoft.Build" Version="16.5.0" />
<PackageReference Include="Microsoft.
Build.Runtime" Version="16.5.0
" />
<PackageReference Include="Microsoft.
NETFramework.ReferenceAssemblies" Version="1.0.0" PrivateAssets="All
" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\GodotTools.Core\GodotTools.Core.csproj" />
</ItemGroup>
<
Property
Group>
<
Item
Group>
<!--
The 'Microsoft.Build.Runtime' package includes an mscorlib reference assembly in contentFiles.
This causes our project build to fail. As a workaround, we remove {CandidateAssemblyFiles}
from AssemblySearchPaths as described here: https://github.com/microsoft/msbuild/issues/3486.
The Microsoft.Build.Runtime package is too problematic so we create a MSBuild.exe stub. The workaround described
here doesn't work with Microsoft.NETFramework.ReferenceAssemblies: https://github.com/microsoft/msbuild/issues/3486
We need a MSBuild.exe file as there's an issue in Microsoft.Build where it executes platform dependent code when
searching for MSBuild.exe before the fallback to not using it. A stub is fine as it should never be executed.
-->
<AssemblySearchPaths>$([System.String]::Copy('$(AssemblySearchPaths)').Replace('{CandidateAssemblyFiles}', ''))</AssemblySearchPaths>
<AssemblySearchPaths Condition=" '$(MSBuildRuntimeVersion)' != '' ">$(AssemblySearchPaths.Split(';'))</AssemblySearchPaths>
</PropertyGroup>
<None Include="MSBuild.exe" CopyToOutputDirectory="Always" />
</ItemGroup>
</Project>
modules/mono/editor/GodotTools/GodotTools.ProjectEditor/MSBuild.exe
0 → 100644
View file @
54bb4cb6
modules/mono/editor/GodotTools/GodotTools.ProjectEditor/ProjectGenerator.cs
View file @
54bb4cb6
...
...
@@ -125,6 +125,12 @@ namespace GodotTools.ProjectEditor
// References
var
referenceGroup
=
root
.
AddItemGroup
();
referenceGroup
.
AddItem
(
"Reference"
,
"System"
);
var
frameworkRefAssembliesItem
=
referenceGroup
.
AddItem
(
"PackageReference"
,
"Microsoft.NETFramework.ReferenceAssemblies"
);
// Use metadata (child nodes) instead of attributes for the PackageReference.
// This is for compatibility with 3.2, where GodotTools uses an old Microsoft.Build.
frameworkRefAssembliesItem
.
AddMetadata
(
"Version"
,
"1.0.0"
);
frameworkRefAssembliesItem
.
AddMetadata
(
"PrivateAssets"
,
"All"
);
root
.
AddImport
(
Path
.
Combine
(
"$(MSBuildBinPath)"
,
"Microsoft.CSharp.targets"
).
Replace
(
"/"
,
"\\"
));
...
...
modules/mono/editor/GodotTools/GodotTools.ProjectEditor/ProjectUtils.cs
View file @
54bb4cb6
...
...
@@ -173,7 +173,7 @@ namespace GodotTools.ProjectEditor
void
AddPropertyIfNotPresent
(
string
name
,
string
condition
,
string
value
)
{
if
(
root
.
PropertyGroups
.
Any
(
g
=>
(
g
.
Condition
==
string
.
Empty
||
g
.
Condition
.
Trim
()
==
condition
)
&&
.
Any
(
g
=>
(
string
.
IsNullOrEmpty
(
g
.
Condition
)
||
g
.
Condition
.
Trim
()
==
condition
)
&&
g
.
Properties
.
Any
(
p
=>
p
.
Name
==
name
&&
p
.
Value
==
value
&&
...
...
@@ -264,7 +264,7 @@ namespace GodotTools.ProjectEditor
bool
hasGodotProjectGeneratorVersion
=
false
;
bool
foundOldConfiguration
=
false
;
foreach
(
var
propertyGroup
in
root
.
PropertyGroups
.
Where
(
g
=>
g
.
Condition
==
string
.
Empty
))
foreach
(
var
propertyGroup
in
root
.
PropertyGroups
.
Where
(
g
=>
string
.
IsNullOrEmpty
(
g
.
Condition
)
))
{
if
(!
hasGodotProjectGeneratorVersion
&&
propertyGroup
.
Properties
.
Any
(
p
=>
p
.
Name
==
"GodotProjectGeneratorVersion"
))
hasGodotProjectGeneratorVersion
=
true
;
...
...
@@ -280,7 +280,7 @@ namespace GodotTools.ProjectEditor
if
(!
hasGodotProjectGeneratorVersion
)
{
root
.
PropertyGroups
.
First
(
g
=>
g
.
Condition
==
string
.
Empty
)?
root
.
PropertyGroups
.
First
(
g
=>
string
.
IsNullOrEmpty
(
g
.
Condition
)
)?
.
AddProperty
(
"GodotProjectGeneratorVersion"
,
Assembly
.
GetExecutingAssembly
().
GetName
().
Version
.
ToString
());
project
.
HasUnsavedChanges
=
true
;
}
...
...
@@ -348,5 +348,25 @@ namespace GodotTools.ProjectEditor
MigrateConfigurationConditions
(
"Tools"
,
"Debug"
);
// Must be last
}
}
public
static
void
EnsureHasNugetNetFrameworkRefAssemblies
(
MSBuildProject
project
)
{
var
root
=
project
.
Root
;
bool
found
=
root
.
ItemGroups
.
Any
(
g
=>
string
.
IsNullOrEmpty
(
g
.
Condition
)
&&
g
.
Items
.
Any
(
item
=>
item
.
ItemType
==
"PackageReference"
&&
item
.
Include
==
"Microsoft.NETFramework.ReferenceAssemblies"
));
if
(
found
)
return
;
var
frameworkRefAssembliesItem
=
root
.
AddItem
(
"PackageReference"
,
"Microsoft.NETFramework.ReferenceAssemblies"
);
// Use metadata (child nodes) instead of attributes for the PackageReference.
// This is for compatibility with 3.2, where GodotTools uses an old Microsoft.Build.
frameworkRefAssembliesItem
.
AddMetadata
(
"Version"
,
"1.0.0"
);
frameworkRefAssembliesItem
.
AddMetadata
(
"PrivateAssets"
,
"All"
);
project
.
HasUnsavedChanges
=
true
;
}
}
}
modules/mono/editor/GodotTools/GodotTools/Build/BuildSystem.cs
View file @
54bb4cb6
...
...
@@ -14,16 +14,6 @@ namespace GodotTools.Build
{
public
static
class
BuildSystem
{
private
static
string
GetMsBuildPath
()
{
string
msbuildPath
=
MsBuildFinder
.
FindMsBuild
();
if
(
msbuildPath
==
null
)
throw
new
FileNotFoundException
(
"Cannot find the MSBuild executable."
);
return
msbuildPath
;
}
private
static
string
MonoWindowsBinDir
{
get
...
...
@@ -46,8 +36,8 @@ namespace GodotTools.Build
{
if
(
OS
.
IsWindows
)
{
return
(
Build
Manager
.
Build
Tool
)
EditorSettings
.
GetSetting
(
"mono/builds/build_tool"
)
==
Build
Manager
.
Build
Tool
.
MsBuildMono
;
return
(
BuildTool
)
EditorSettings
.
GetSetting
(
"mono/builds/build_tool"
)
==
BuildTool
.
MsBuildMono
;
}
return
false
;
...
...
@@ -57,16 +47,21 @@ namespace GodotTools.Build
private
static
bool
PrintBuildOutput
=>
(
bool
)
EditorSettings
.
GetSetting
(
"mono/builds/print_build_output"
);
private
static
Process
LaunchBuild
(
string
solution
,
string
config
,
string
loggerOutputDir
,
IEnumerable
<
string
>
customProperties
=
null
)
private
static
Process
LaunchBuild
(
string
solution
,
IEnumerable
<
string
>
targets
,
string
config
,
string
loggerOutputDir
,
IEnumerable
<
string
>
customProperties
=
null
)
{
(
string
msbuildPath
,
BuildTool
buildTool
)
=
MsBuildFinder
.
FindMsBuild
();
if
(
msbuildPath
==
null
)
throw
new
FileNotFoundException
(
"Cannot find the MSBuild executable."
);
var
customPropertiesList
=
new
List
<
string
>();
if
(
customProperties
!=
null
)
customPropertiesList
.
AddRange
(
customProperties
);
string
compilerArgs
=
BuildArguments
(
solution
,
config
,
loggerOutputDir
,
customPropertiesList
);
string
compilerArgs
=
BuildArguments
(
buildTool
,
solution
,
targets
,
config
,
loggerOutputDir
,
customPropertiesList
);
var
startInfo
=
new
ProcessStartInfo
(
GetMsBuildPath
()
,
compilerArgs
);
var
startInfo
=
new
ProcessStartInfo
(
msbuildPath
,
compilerArgs
);
bool
redirectOutput
=
!
IsDebugMsBuildRequested
()
&&
!
PrintBuildOutput
;
...
...
@@ -90,7 +85,7 @@ namespace GodotTools.Build
// Needed when running from Developer Command Prompt for VS
RemovePlatformVariable
(
startInfo
.
EnvironmentVariables
);
var
process
=
new
Process
{
StartInfo
=
startInfo
};
var
process
=
new
Process
{
StartInfo
=
startInfo
};
process
.
Start
();
...
...
@@ -105,19 +100,19 @@ namespace GodotTools.Build
public
static
int
Build
(
BuildInfo
buildInfo
)
{
return
Build
(
buildInfo
.
Solution
,
buildInfo
.
Configuration
,
return
Build
(
buildInfo
.
Solution
,
buildInfo
.
Targets
,
buildInfo
.
Configuration
,
buildInfo
.
LogsDirPath
,
buildInfo
.
CustomProperties
);
}
public
static
Task
<
int
>
BuildAsync
(
BuildInfo
buildInfo
)
{
return
BuildAsync
(
buildInfo
.
Solution
,
buildInfo
.
Configuration
,
return
BuildAsync
(
buildInfo
.
Solution
,
buildInfo
.
Targets
,
buildInfo
.
Configuration
,
buildInfo
.
LogsDirPath
,
buildInfo
.
CustomProperties
);
}
public
static
int
Build
(
string
solution
,
string
config
,
string
loggerOutputDir
,
IEnumerable
<
string
>
customProperties
=
null
)
public
static
int
Build
(
string
solution
,
string
[]
targets
,
string
config
,
string
loggerOutputDir
,
IEnumerable
<
string
>
customProperties
=
null
)
{
using
(
var
process
=
LaunchBuild
(
solution
,
config
,
loggerOutputDir
,
customProperties
))
using
(
var
process
=
LaunchBuild
(
solution
,
targets
,
config
,
loggerOutputDir
,
customProperties
))
{
process
.
WaitForExit
();
...
...
@@ -125,9 +120,9 @@ namespace GodotTools.Build
}
}
public
static
async
Task
<
int
>
BuildAsync
(
string
solution
,
string
config
,
string
loggerOutputDir
,
IEnumerable
<
string
>
customProperties
=
null
)
public
static
async
Task
<
int
>
BuildAsync
(
string
solution
,
IEnumerable
<
string
>
targets
,
string
config
,
string
loggerOutputDir
,
IEnumerable
<
string
>
customProperties
=
null
)
{
using
(
var
process
=
LaunchBuild
(
solution
,
config
,
loggerOutputDir
,
customProperties
))
using
(
var
process
=
LaunchBuild
(
solution
,
targets
,
config
,
loggerOutputDir
,
customProperties
))
{
await
process
.
WaitForExitAsync
();
...
...
@@ -135,9 +130,14 @@ namespace GodotTools.Build
}
}
private
static
string
BuildArguments
(
string
solution
,
string
config
,
string
loggerOutputDir
,
List
<
string
>
customProperties
)
private
static
string
BuildArguments
(
BuildTool
buildTool
,
string
solution
,
IEnumerable
<
string
>
targets
,
string
config
,
string
loggerOutputDir
,
IEnumerable
<
string
>
customProperties
)
{
string
arguments
=
$@"""
{
solution
}
"" /v:normal /t:Build ""/p:
{
"Configuration="
+
config
}
"" "
+
string
arguments
=
string
.
Empty
;
if
(
buildTool
==
BuildTool
.
DotnetCli
)
arguments
+=
"msbuild "
;
// `dotnet msbuild` command
arguments
+=
$@"""
{
solution
}
"" /v:normal /t:
{
string
.
Join
(
","
,
targets
)}
""/p:
{
"Configuration="
+
config
}
"" "
+
$@"""/l:
{
typeof
(
GodotBuildLogger
).
FullName
}
,
{
GodotBuildLogger
.
AssemblyPath
}
;
{
loggerOutputDir
}
"""
;
foreach
(
string
customProperty
in
customProperties
)
...
...
modules/mono/editor/GodotTools/GodotTools/Build/BuildTool.cs
0 → 100644
View file @
54bb4cb6
namespace
GodotTools.Build
{
public
enum
BuildTool
{
MsBuildMono
,
MsBuildVs
,
JetBrainsMsBuild
,
DotnetCli
}
}
modules/mono/editor/GodotTools/GodotTools/Build/MsBuildFinder.cs
View file @
54bb4cb6
...
...
@@ -17,16 +17,24 @@ namespace GodotTools.Build
private
static
string
_msbuildToolsPath
=
string
.
Empty
;
private
static
string
_msbuildUnixPath
=
string
.
Empty
;
public
static
string
FindMsBuild
()
public
static
(
string
,
BuildTool
)
FindMsBuild
()
{
var
editorSettings
=
GodotSharpEditor
.
Instance
.
GetEditorInterface
().
GetEditorSettings
();
var
buildTool
=
(
Build
Manager
.
Build
Tool
)
editorSettings
.
GetSetting
(
"mono/builds/build_tool"
);
var
buildTool
=
(
BuildTool
)
editorSettings
.
GetSetting
(
"mono/builds/build_tool"
);
if
(
OS
.
IsWindows
)
{
switch
(
buildTool
)
{
case
BuildManager
.
BuildTool
.
MsBuildVs
:
case
BuildTool
.
DotnetCli
:
{
string
dotnetCliPath
=
OS
.
PathWhich
(
"dotnet"
);
if
(!
string
.
IsNullOrEmpty
(
dotnetCliPath
))
return
(
dotnetCliPath
,
BuildTool
.
DotnetCli
);
GD
.
PushError
(
"Cannot find dotnet CLI executable. Fallback to MSBuild from Visual Studio."
);
goto
case
BuildTool
.
MsBuildVs
;
}
case
BuildTool
.
MsBuildVs
:
{
if
(
string
.
IsNullOrEmpty
(
_msbuildToolsPath
)
||
!
File
.
Exists
(
_msbuildToolsPath
))
{
...
...
@@ -40,18 +48,18 @@ namespace GodotTools.Build
if
(!
_msbuildToolsPath
.
EndsWith
(
"\\"
))
_msbuildToolsPath
+=
"\\"
;
return
Path
.
Combine
(
_msbuildToolsPath
,
"MSBuild.exe"
);
return
(
Path
.
Combine
(
_msbuildToolsPath
,
"MSBuild.exe"
),
BuildTool
.
MsBuildVs
);
}
case
Build
Manager
.
Build
Tool
.
MsBuildMono
:
case
BuildTool
.
MsBuildMono
:
{
string
msbuildPath
=
Path
.
Combine
(
Internal
.
MonoWindowsInstallRoot
,
"bin"
,
"msbuild.bat"
);
if
(!
File
.
Exists
(
msbuildPath
))
throw
new
FileNotFoundException
(
$"Cannot find executable for '
{
BuildManager
.
PropNameMSBuildMono
}
'. Tried with path:
{
msbuildPath
}
"
);
return
msbuildPath
;
return
(
msbuildPath
,
BuildTool
.
MsBuildMono
)
;
}
case
Build
Manager
.
Build
Tool
.
JetBrainsMsBuild
:
case
BuildTool
.
JetBrainsMsBuild
:
{
var
editorPath
=
(
string
)
editorSettings
.
GetSetting
(
RiderPathManager
.
EditorPathSettingName
);
...
...
@@ -65,7 +73,7 @@ namespace GodotTools.Build
if
(!
File
.
Exists
(
msbuildPath
))
throw
new
FileNotFoundException
(
$"Cannot find executable for '
{
BuildManager
.
PropNameMSBuildJetBrains
}
'. Tried with path:
{
msbuildPath
}
"
);
return
msbuildPath
;
return
(
msbuildPath
,
BuildTool
.
JetBrainsMsBuild
)
;
}
default
:
throw
new
IndexOutOfRangeException
(
"Invalid build tool in editor settings"
);
...
...
@@ -74,7 +82,17 @@ namespace GodotTools.Build
if
(
OS
.
IsUnixLike
)
{
if
(
buildTool
==
BuildManager
.
BuildTool
.
MsBuildMono
)
switch
(
buildTool
)
{
case
BuildTool
.
DotnetCli
:
{
string
dotnetCliPath
=
OS
.
PathWhich
(
"dotnet"
);
if
(!
string
.
IsNullOrEmpty
(
dotnetCliPath
))
return
(
dotnetCliPath
,
BuildTool
.
DotnetCli
);
GD
.
PushError
(
"Cannot find dotnet CLI executable. Fallback to MSBuild from Mono."
);
goto
case
BuildTool
.
MsBuildMono
;
}
case
BuildTool
.
MsBuildMono
:
{
if
(
string
.
IsNullOrEmpty
(
_msbuildUnixPath
)
||
!
File
.
Exists
(
_msbuildUnixPath
))
{
...
...
@@ -85,11 +103,12 @@ namespace GodotTools.Build
if
(
string
.
IsNullOrEmpty
(
_msbuildUnixPath
))
throw
new
FileNotFoundException
(
$"Cannot find binary for '
{
BuildManager
.
PropNameMSBuildMono
}
'"
);
return
_msbuildUnixPath
;
return
(
_msbuildUnixPath
,
BuildTool
.
MsBuildMono
)
;
}
default
:
throw
new
IndexOutOfRangeException
(
"Invalid build tool in editor settings"
);
}
}
throw
new
PlatformNotSupportedException
();
}
...
...
modules/mono/editor/GodotTools/GodotTools/BuildInfo.cs
View file @
54bb4cb6
...
...
@@ -10,6 +10,7 @@ namespace GodotTools
public
sealed
class
BuildInfo
:
Reference
// TODO Remove Reference once we have proper serialization
{
public
string
Solution
{
get
;
}
public
string
[]
Targets
{
get
;
}
public
string
Configuration
{
get
;
}
public
Array
<
string
>
CustomProperties
{
get
;
}
=
new
Array
<
string
>();
// TODO Use List once we have proper serialization
...
...
@@ -38,9 +39,10 @@ namespace GodotTools
{
}
public
BuildInfo
(
string
solution
,
string
configuration
)
public
BuildInfo
(
string
solution
,
string
[]
targets
,
string
configuration
)
{
Solution
=
solution
;
Targets
=
targets
;
Configuration
=
configuration
;
}
}
...
...
modules/mono/editor/GodotTools/GodotTools/BuildManager.cs
View file @
54bb4cb6
...
...
@@ -18,17 +18,11 @@ namespace GodotTools
public
const
string
PropNameMSBuildMono
=
"MSBuild (Mono)"
;
public
const
string
PropNameMSBuildVs
=
"MSBuild (VS Build Tools)"
;
public
const
string
PropNameMSBuildJetBrains
=
"MSBuild (JetBrains Rider)"
;
public
const
string
PropNameDotnetCli
=
"dotnet CLI"
;
public
const
string
MsBuildIssuesFileName
=
"msbuild_issues.csv"
;
public
const
string
MsBuildLogFileName
=
"msbuild_log.txt"
;
public
enum
BuildTool
{
MsBuildMono
,
MsBuildVs
,
JetBrainsMsBuild
}
private
static
void
RemoveOldIssuesFile
(
BuildInfo
buildInfo
)
{
var
issuesFile
=
GetIssuesFilePath
(
buildInfo
);
...
...
@@ -181,10 +175,12 @@ namespace GodotTools
{
pr
.
Step
(
"Building project solution"
,
0
);
var
buildInfo
=
new
BuildInfo
(
GodotSharpDirs
.
ProjectSlnPath
,
config
);
var
buildInfo
=
new
BuildInfo
(
GodotSharpDirs
.
ProjectSlnPath
,
targets
:
new
[]
{
"Restore"
,
"Build"
},
config
);
bool
escapeNeedsDoubleBackslash
=
buildTool
==
BuildTool
.
MsBuildMono
||
buildTool
==
BuildTool
.
DotnetCli
;
// Add Godot defines
string
constants
=
buildTool
!=
BuildTool
.
MsBuildMono
?
"GodotDefineConstants=\""
:
"GodotDefineConstants=\\\""
;
string
constants
=
!
escapeNeedsDoubleBackslash
?
"GodotDefineConstants=\""
:
"GodotDefineConstants=\\\""
;
foreach
(
var
godotDefine
in
godotDefines
)
constants
+=
$"GODOT_
{
godotDefine
.
ToUpper
().
Replace
(
"-"
,
"_"
).
Replace
(
" "
,
"_"
).
Replace
(
";"
,
"_"
)}
;"
;
...
...
@@ -192,7 +188,7 @@ namespace GodotTools
if
(
Internal
.
GodotIsRealTDouble
())
constants
+=
"GODOT_REAL_T_IS_DOUBLE;"
;
constants
+=
buildTool
!=
BuildTool
.
MsBuildMono
?
"\""
:
"\\\""
;
constants
+=
!
escapeNeedsDoubleBackslash
?
"\""
:
"\\\""
;
buildInfo
.
CustomProperties
.
Add
(
constants
);
...
...
@@ -250,20 +246,44 @@ namespace GodotTools
{
// Build tool settings
var
editorSettings
=
GodotSharpEditor
.
Instance
.
GetEditorInterface
().
GetEditorSettings
();
var
msbuild
=
BuildTool
.
MsBuildMono
;
BuildTool
msbuildDefault
;
if
(
OS
.
IsWindows
)
msbuild
=
RiderPathManager
.
IsExternalEditorSetToRider
(
editorSettings
)
?
BuildTool
.
JetBrainsMsBuild
:
BuildTool
.
MsBuildVs
;
{
if
(
RiderPathManager
.
IsExternalEditorSetToRider
(
editorSettings
))
msbuildDefault
=
BuildTool
.
JetBrainsMsBuild
;
else
msbuildDefault
=
!
string
.
IsNullOrEmpty
(
OS
.
PathWhich
(
"dotnet"
))
?
BuildTool
.
DotnetCli
:
BuildTool
.
MsBuildVs
;
}
else
{
msbuildDefault
=
!
string
.
IsNullOrEmpty
(
OS
.
PathWhich
(
"dotnet"
))
?
BuildTool
.
DotnetCli
:
BuildTool
.
MsBuildMono
;
}
EditorDef
(
"mono/builds/build_tool"
,
msbuildDefault
);
EditorDef
(
"mono/builds/build_tool"
,
msbuild
);
string
hintString
;
if
(
OS
.
IsWindows
)
{
hintString
=
$"
{
PropNameMSBuildMono
}
:
{(
int
)
BuildTool
.
MsBuildMono
}
,"
+
$"
{
PropNameMSBuildVs
}
:
{(
int
)
BuildTool
.
MsBuildVs
}
,"
+
$"
{
PropNameMSBuildJetBrains
}
:
{(
int
)
BuildTool
.
JetBrainsMsBuild
}
,"
+
$"
{
PropNameDotnetCli
}
:
{(
int
)
BuildTool
.
DotnetCli
}
"
;
}
else
{
hintString
=
$"
{
PropNameMSBuildMono
}
:
{(
int
)
BuildTool
.
MsBuildMono
}
,"
+
$"
{
PropNameDotnetCli
}
:
{(
int
)
BuildTool
.
DotnetCli
}
"
;
}
editorSettings
.
AddPropertyInfo
(
new
Godot
.
Collections
.
Dictionary
{
[
"type"
]
=
Godot
.
Variant
.
Type
.
Int
,
[
"name"
]
=
"mono/builds/build_tool"
,
[
"hint"
]
=
Godot
.
PropertyHint
.
Enum
,
[
"hint_string"
]
=
OS
.
IsWindows
?
$"
{
PropNameMSBuildMono
}
,
{
PropNameMSBuildVs
}
,
{
PropNameMSBuildJetBrains
}
"
:
$"
{
PropNameMSBuildMono
}
"
[
"hint_string"
]
=
hintString
});
EditorDef
(
"mono/builds/print_build_output"
,
false
);
...
...
modules/mono/editor/GodotTools/GodotTools/GodotSharpEditor.cs
View file @
54bb4cb6
...
...
@@ -461,6 +461,9 @@ namespace GodotTools
// Make sure the existing project has Api assembly references configured correctly
ProjectUtils
.
FixApiHintPath
(
msbuildProject
);
// Make sure the existing project references the Microsoft.NETFramework.ReferenceAssemblies nuget package
ProjectUtils
.
EnsureHasNugetNetFrameworkRefAssemblies
(
msbuildProject
);
if
(
msbuildProject
.
HasUnsavedChanges
)
{
// Save a copy of the project before replacing it
...
...
modules/mono/editor/GodotTools/GodotTools/GodotTools.csproj
View file @
54bb4cb6
...
...
@@ -17,6 +17,7 @@
</PropertyGroup>
<ItemGroup>
<PackageReference Include="JetBrains.Annotations" Version="2019.1.3.0" ExcludeAssets="runtime" PrivateAssets="all" />
<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies" Version="1.0.0" PrivateAssets="All" />
<PackageReference Include="Newtonsoft.Json" Version="12.0.3" />
<Reference Include="GodotSharp">
<HintPath>$(GodotApiAssembliesDir)/GodotSharp.dll</HintPath>
...
...
modules/mono/glue/GodotSharp/GodotSharp/GodotSharp.csproj
View file @
54bb4cb6
...
...
@@ -30,6 +30,7 @@
<ConsolePause>
false
</ConsolePause>
</PropertyGroup>
<ItemGroup>
<PackageReference
Include=
"Microsoft.NETFramework.ReferenceAssemblies"
Version=
"1.0.0"
PrivateAssets=
"All"
/>
<Reference
Include=
"System"
/>
</ItemGroup>
<ItemGroup>
...
...
modules/mono/glue/GodotSharp/GodotSharpEditor/GodotSharpEditor.csproj
View file @
54bb4cb6
...
...
@@ -30,6 +30,7 @@
<ConsolePause>
false
</ConsolePause>
</PropertyGroup>
<ItemGroup>
<PackageReference
Include=
"Microsoft.NETFramework.ReferenceAssemblies"
Version=
"1.0.0"
PrivateAssets=
"All"
/>
<Reference
Include=
"System"
/>
</ItemGroup>
<ItemGroup>
...
...
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