godot/modules/mono/config.py

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import imp
import os
import sys
import subprocess
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from distutils.version import LooseVersion
from SCons.Script import BoolVariable, Dir, Environment, Variables
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monoreg = imp.load_source('mono_reg_utils', 'modules/mono/mono_reg_utils.py')
def can_build(env, platform):
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if platform in ['javascript']:
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return False # Not yet supported
return True
def is_enabled():
# The module is disabled by default. Use module_mono_enabled=yes to enable it.
return False
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def get_doc_classes():
return [
'@C#',
'CSharpScript',
'GodotSharp',
]
def get_doc_path():
return 'doc_classes'
def find_file_in_dir(directory, files, prefix='', extension=''):
if not extension.startswith('.'):
extension = '.' + extension
for curfile in files:
if os.path.isfile(os.path.join(directory, prefix + curfile + extension)):
return curfile
return ''
def copy_file(src_dir, dst_dir, name):
from shutil import copyfile
src_path = os.path.join(src_dir, name)
dst_path = os.path.join(dst_dir, name)
if not os.path.isdir(dst_dir):
os.mkdir(dst_dir)
copyfile(src_path, dst_path)
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def configure(env):
env.use_ptrcall = True
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env.add_module_version_string('mono')
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envvars = Variables()
envvars.Add(BoolVariable('mono_static', 'Statically link mono', False))
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.
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envvars.Add(BoolVariable('copy_mono_root', 'Make a copy of the mono installation directory to bundle with the editor', False))
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envvars.Update(env)
bits = env['bits']
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.
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tools_enabled = env['tools']
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mono_static = env['mono_static']
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.
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copy_mono_root = env['copy_mono_root']
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mono_lib_names = ['mono-2.0-sgen', 'monosgen-2.0']
if env['platform'] == 'windows':
mono_root = ''
if bits == '32':
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if os.getenv('MONO32_PREFIX'):
mono_root = os.getenv('MONO32_PREFIX')
elif os.name == 'nt':
mono_root = monoreg.find_mono_root_dir(bits)
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else:
if os.getenv('MONO64_PREFIX'):
mono_root = os.getenv('MONO64_PREFIX')
elif os.name == 'nt':
mono_root = monoreg.find_mono_root_dir(bits)
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if not mono_root:
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raise RuntimeError('Mono installation directory not found')
print('Found Mono root directory: ' + mono_root)
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mono_version = mono_root_try_find_mono_version(mono_root)
configure_for_mono_version(env, mono_version)
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mono_lib_path = os.path.join(mono_root, 'lib')
env.Append(LIBPATH=mono_lib_path)
env.Append(CPPPATH=os.path.join(mono_root, 'include', 'mono-2.0'))
if mono_static:
lib_suffix = Environment()['LIBSUFFIX']
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if env.msvc:
mono_static_lib_name = 'libmono-static-sgen'
else:
mono_static_lib_name = 'libmonosgen-2.0'
if not os.path.isfile(os.path.join(mono_lib_path, mono_static_lib_name + lib_suffix)):
raise RuntimeError('Could not find static mono library in: ' + mono_lib_path)
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if env.msvc:
env.Append(LINKFLAGS=mono_static_lib_name + lib_suffix)
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env.Append(LINKFLAGS='Mincore' + lib_suffix)
env.Append(LINKFLAGS='msvcrt' + lib_suffix)
env.Append(LINKFLAGS='LIBCMT' + lib_suffix)
env.Append(LINKFLAGS='Psapi' + lib_suffix)
else:
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env.Append(LINKFLAGS=os.path.join(mono_lib_path, mono_static_lib_name + lib_suffix))
env.Append(LIBS='psapi')
env.Append(LIBS='version')
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else:
mono_lib_name = find_file_in_dir(mono_lib_path, mono_lib_names, extension='.lib')
if not mono_lib_name:
raise RuntimeError('Could not find mono library in: ' + mono_lib_path)
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if env.msvc:
env.Append(LINKFLAGS=mono_lib_name + Environment()['LIBSUFFIX'])
else:
env.Append(LIBS=mono_lib_name)
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mono_bin_path = os.path.join(mono_root, 'bin')
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mono_dll_name = find_file_in_dir(mono_bin_path, mono_lib_names, extension='.dll')
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if not mono_dll_name:
raise RuntimeError('Could not find mono shared library in: ' + mono_bin_path)
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copy_file(mono_bin_path, 'bin', mono_dll_name + '.dll')
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else:
is_apple = (sys.platform == 'darwin' or "osxcross" in env)
sharedlib_ext = '.dylib' if is_apple else '.so'
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mono_root = ''
mono_lib_path = ''
if bits == '32':
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if os.getenv('MONO32_PREFIX'):
mono_root = os.getenv('MONO32_PREFIX')
else:
if os.getenv('MONO64_PREFIX'):
mono_root = os.getenv('MONO64_PREFIX')
if not mono_root and is_apple:
# Try with some known directories under OSX
hint_dirs = ['/Library/Frameworks/Mono.framework/Versions/Current', '/usr/local/var/homebrew/linked/mono']
for hint_dir in hint_dirs:
if os.path.isdir(hint_dir):
mono_root = hint_dir
break
# We can't use pkg-config to link mono statically,
# but we can still use it to find the mono root directory
if not mono_root and mono_static:
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mono_root = pkgconfig_try_find_mono_root(mono_lib_names, sharedlib_ext)
if not mono_root:
raise RuntimeError('Building with mono_static=yes, but failed to find the mono prefix with pkg-config. Specify one manually')
if mono_root:
print('Found Mono root directory: ' + mono_root)
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mono_version = mono_root_try_find_mono_version(mono_root)
configure_for_mono_version(env, mono_version)
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mono_lib_path = os.path.join(mono_root, 'lib')
env.Append(LIBPATH=mono_lib_path)
env.Append(CPPPATH=os.path.join(mono_root, 'include', 'mono-2.0'))
mono_lib = find_file_in_dir(mono_lib_path, mono_lib_names, prefix='lib', extension='.a')
if not mono_lib:
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raise RuntimeError('Could not find mono library in: ' + mono_lib_path)
env.Append(CPPFLAGS=['-D_REENTRANT'])
if mono_static:
mono_lib_file = os.path.join(mono_lib_path, 'lib' + mono_lib + '.a')
if is_apple:
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env.Append(LINKFLAGS=['-Wl,-force_load,' + mono_lib_file])
else:
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.
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env.Append(LINKFLAGS=['-Wl,-whole-archive', mono_lib_file, '-Wl,-no-whole-archive'])
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else:
env.Append(LIBS=[mono_lib])
if is_apple:
env.Append(LIBS=['iconv', 'pthread'])
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.
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else:
env.Append(LIBS=['m', 'rt', 'dl', 'pthread'])
if not mono_static:
mono_so_name = find_file_in_dir(mono_lib_path, mono_lib_names, prefix='lib', extension=sharedlib_ext)
if not mono_so_name:
raise RuntimeError('Could not find mono shared library in: ' + mono_lib_path)
copy_file(mono_lib_path, 'bin', 'lib' + mono_so_name + sharedlib_ext)
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else:
assert not mono_static
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# TODO: Add option to force using pkg-config
print('Mono root directory not found. Using pkg-config instead')
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mono_version = pkgconfig_try_find_mono_version()
configure_for_mono_version(env, mono_version)
env.ParseConfig('pkg-config monosgen-2 --cflags --libs')
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mono_lib_path = ''
mono_so_name = ''
tmpenv = Environment()
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tmpenv.AppendENVPath('PKG_CONFIG_PATH', os.getenv('PKG_CONFIG_PATH'))
tmpenv.ParseConfig('pkg-config monosgen-2 --libs-only-L')
for hint_dir in tmpenv['LIBPATH']:
name_found = find_file_in_dir(hint_dir, mono_lib_names, prefix='lib', extension=sharedlib_ext)
if name_found:
mono_lib_path = hint_dir
mono_so_name = name_found
break
if not mono_so_name:
raise RuntimeError('Could not find mono shared library in: ' + str(tmpenv['LIBPATH']))
copy_file(mono_lib_path, 'bin', 'lib' + mono_so_name + sharedlib_ext)
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env.Append(LINKFLAGS='-rdynamic')
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.
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if not tools_enabled:
if not mono_root:
mono_root = subprocess.check_output(['pkg-config', 'mono-2', '--variable=prefix']).decode('utf8').strip()
make_template_dir(env, mono_root)
if copy_mono_root:
if not mono_root:
mono_root = subprocess.check_output(['pkg-config', 'mono-2', '--variable=prefix']).decode('utf8').strip()
if tools_enabled:
copy_mono_root_files(env, mono_root)
else:
print("Ignoring option: 'copy_mono_root'. Only available for builds with 'tools' enabled.")
def make_template_dir(env, mono_root):
from shutil import rmtree
platform = env['platform']
target = env['target']
template_dir_name = ''
if platform in ['windows', 'osx', 'x11']:
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.
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template_dir_name = 'data.mono.%s.%s.%s' % (platform, env['bits'], target)
else:
assert False
output_dir = Dir('#bin').abspath
template_dir = os.path.join(output_dir, template_dir_name)
template_mono_root_dir = os.path.join(template_dir, 'Mono')
if os.path.isdir(template_mono_root_dir):
rmtree(template_mono_root_dir) # Clean first
# Copy etc/mono/
template_mono_config_dir = os.path.join(template_mono_root_dir, 'etc', 'mono')
copy_mono_etc_dir(mono_root, template_mono_config_dir, env['platform'])
# Copy the required shared libraries
copy_mono_shared_libs(mono_root, template_mono_root_dir, env['platform'])
def copy_mono_root_files(env, mono_root):
from glob import glob
from shutil import copy
from shutil import rmtree
if not mono_root:
raise RuntimeError('Mono installation directory not found')
output_dir = Dir('#bin').abspath
editor_mono_root_dir = os.path.join(output_dir, 'GodotSharp', 'Mono')
if os.path.isdir(editor_mono_root_dir):
rmtree(editor_mono_root_dir) # Clean first
# Copy etc/mono/
editor_mono_config_dir = os.path.join(editor_mono_root_dir, 'etc', 'mono')
copy_mono_etc_dir(mono_root, editor_mono_config_dir, env['platform'])
# Copy the required shared libraries
copy_mono_shared_libs(mono_root, editor_mono_root_dir, env['platform'])
# Copy framework assemblies
mono_framework_dir = os.path.join(mono_root, 'lib', 'mono', '4.5')
mono_framework_facades_dir = os.path.join(mono_framework_dir, 'Facades')
editor_mono_framework_dir = os.path.join(editor_mono_root_dir, 'lib', 'mono', '4.5')
editor_mono_framework_facades_dir = os.path.join(editor_mono_framework_dir, 'Facades')
if not os.path.isdir(editor_mono_framework_dir):
os.makedirs(editor_mono_framework_dir)
if not os.path.isdir(editor_mono_framework_facades_dir):
os.makedirs(editor_mono_framework_facades_dir)
for assembly in glob(os.path.join(mono_framework_dir, '*.dll')):
copy(assembly, editor_mono_framework_dir)
for assembly in glob(os.path.join(mono_framework_facades_dir, '*.dll')):
copy(assembly, editor_mono_framework_facades_dir)
def copy_mono_etc_dir(mono_root, target_mono_config_dir, platform):
from distutils.dir_util import copy_tree
from glob import glob
from shutil import copy
if not os.path.isdir(target_mono_config_dir):
os.makedirs(target_mono_config_dir)
mono_etc_dir = os.path.join(mono_root, 'etc', 'mono')
if not os.path.isdir(mono_etc_dir):
mono_etc_dir = ''
etc_hint_dirs = []
if platform != 'windows':
etc_hint_dirs += ['/etc/mono', '/usr/local/etc/mono']
if 'MONO_CFG_DIR' in os.environ:
etc_hint_dirs += [os.path.join(os.environ['MONO_CFG_DIR'], 'mono')]
for etc_hint_dir in etc_hint_dirs:
if os.path.isdir(etc_hint_dir):
mono_etc_dir = etc_hint_dir
break
if not mono_etc_dir:
raise RuntimeError('Mono installation etc directory not found')
copy_tree(os.path.join(mono_etc_dir, '2.0'), os.path.join(target_mono_config_dir, '2.0'))
copy_tree(os.path.join(mono_etc_dir, '4.0'), os.path.join(target_mono_config_dir, '4.0'))
copy_tree(os.path.join(mono_etc_dir, '4.5'), os.path.join(target_mono_config_dir, '4.5'))
copy_tree(os.path.join(mono_etc_dir, 'mconfig'), os.path.join(target_mono_config_dir, 'mconfig'))
for file in glob(os.path.join(mono_etc_dir, '*')):
if os.path.isfile(file):
copy(file, target_mono_config_dir)
def copy_mono_shared_libs(mono_root, target_mono_root_dir, platform):
from shutil import copy
if platform == 'windows':
target_mono_bin_dir = os.path.join(target_mono_root_dir, 'bin')
if not os.path.isdir(target_mono_bin_dir):
os.makedirs(target_mono_bin_dir)
copy(os.path.join(mono_root, 'bin', 'MonoPosixHelper.dll'), os.path.join(target_mono_bin_dir, 'MonoPosixHelper.dll'))
else:
target_mono_lib_dir = os.path.join(target_mono_root_dir, 'lib')
if not os.path.isdir(target_mono_lib_dir):
os.makedirs(target_mono_lib_dir)
if platform == 'osx':
copy(os.path.join(mono_root, 'lib', 'libMonoPosixHelper.dylib'), os.path.join(target_mono_lib_dir, 'libMonoPosixHelper.dylib'))
elif platform == 'x11':
copy(os.path.join(mono_root, 'lib', 'libmono-btls-shared.so'), os.path.join(target_mono_lib_dir, 'libmono-btls-shared.so'))
copy(os.path.join(mono_root, 'lib', 'libMonoPosixHelper.so'), os.path.join(target_mono_lib_dir, 'libMonoPosixHelper.so'))
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def configure_for_mono_version(env, mono_version):
if mono_version is None:
raise RuntimeError('Mono JIT compiler version not found')
print('Found Mono JIT compiler version: ' + str(mono_version))
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 17:01:57 +00:00
if mono_version >= LooseVersion('5.12.0'):
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env.Append(CPPFLAGS=['-DHAS_PENDING_EXCEPTIONS'])
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def pkgconfig_try_find_mono_root(mono_lib_names, sharedlib_ext):
tmpenv = Environment()
tmpenv.AppendENVPath('PKG_CONFIG_PATH', os.getenv('PKG_CONFIG_PATH'))
tmpenv.ParseConfig('pkg-config monosgen-2 --libs-only-L')
for hint_dir in tmpenv['LIBPATH']:
name_found = find_file_in_dir(hint_dir, mono_lib_names, prefix='lib', extension=sharedlib_ext)
if name_found and os.path.isdir(os.path.join(hint_dir, '..', 'include', 'mono-2.0')):
return os.path.join(hint_dir, '..')
return ''
def pkgconfig_try_find_mono_version():
from compat import decode_utf8
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lines = subprocess.check_output(['pkg-config', 'monosgen-2', '--modversion']).splitlines()
greater_version = None
for line in lines:
try:
version = LooseVersion(decode_utf8(line))
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if greater_version is None or version > greater_version:
greater_version = version
except ValueError:
pass
return greater_version
def mono_root_try_find_mono_version(mono_root):
from compat import decode_utf8
mono_bin = os.path.join(mono_root, 'bin')
if os.path.isfile(os.path.join(mono_bin, 'mono')):
mono_binary = os.path.join(mono_bin, 'mono')
elif os.path.isfile(os.path.join(mono_bin, 'mono.exe')):
mono_binary = os.path.join(mono_bin, 'mono.exe')
else:
return None
output = subprocess.check_output([mono_binary, '--version'])
first_line = decode_utf8(output.splitlines()[0])
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try:
return LooseVersion(first_line.split()[len('Mono JIT compiler version'.split())])
except (ValueError, IndexError):
return None