godot/modules/mono/SCsub

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#!/usr/bin/env python
Import('env')
Import('env_modules')
env_mono = env_modules.Clone()
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# TODO move functions to their own modules
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def make_cs_files_header(src, dst, version_dst):
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from compat import byte_to_str
with open(dst, 'w') as header:
header.write('/* THIS FILE IS GENERATED DO NOT EDIT */\n')
header.write('#ifndef CS_COMPRESSED_H\n')
header.write('#define CS_COMPRESSED_H\n\n')
header.write('#ifdef TOOLS_ENABLED\n\n')
header.write('#include "core/map.h"\n')
header.write('#include "core/ustring.h"\n')
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inserted_files = ''
import os
latest_mtime = 0
cs_file_count = 0
for root, _, files in os.walk(src):
files = [f for f in files if f.endswith('.cs')]
for file in files:
cs_file_count += 1
filepath = os.path.join(root, file)
filepath_src_rel = os.path.relpath(filepath, src)
mtime = os.path.getmtime(filepath)
latest_mtime = mtime if mtime > latest_mtime else latest_mtime
with open(filepath, 'rb') as f:
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buf = f.read()
decomp_size = len(buf)
import zlib
buf = zlib.compress(buf)
name = str(cs_file_count)
header.write('\n')
header.write('// ' + filepath_src_rel + '\n')
header.write('static const int _cs_' + name + '_compressed_size = ' + str(len(buf)) + ';\n')
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header.write('static const int _cs_' + name + '_uncompressed_size = ' + str(decomp_size) + ';\n')
header.write('static const unsigned char _cs_' + name + '_compressed[] = { ')
for i, buf_idx in enumerate(range(len(buf))):
if i > 0:
header.write(', ')
header.write(byte_to_str(buf[buf_idx]))
inserted_files += '\tr_files.insert("' + filepath_src_rel.replace('\\', '\\\\') + '", ' \
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'CompressedFile(_cs_' + name + '_compressed_size, ' \
'_cs_' + name + '_uncompressed_size, ' \
'_cs_' + name + '_compressed));\n'
header.write(' };\n')
header.write('\nstruct CompressedFile\n' '{\n'
'\tint compressed_size;\n' '\tint uncompressed_size;\n' '\tconst unsigned char* data;\n'
'\n\tCompressedFile(int p_comp_size, int p_uncomp_size, const unsigned char* p_data)\n'
'\t{\n' '\t\tcompressed_size = p_comp_size;\n' '\t\tuncompressed_size = p_uncomp_size;\n'
'\t\tdata = p_data;\n' '\t}\n' '\n\tCompressedFile() {}\n' '};\n'
'\nvoid get_compressed_files(Map<String, CompressedFile>& r_files)\n' '{\n' + inserted_files + '}\n'
)
header.write('\n#endif // TOOLS_ENABLED\n')
header.write('\n#endif // CS_COMPRESSED_H\n')
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glue_version = int(latest_mtime) # The latest modified time will do for now
with open(version_dst, 'w') as version_header:
version_header.write('/* THIS FILE IS GENERATED DO NOT EDIT */\n')
version_header.write('#ifndef CS_GLUE_VERSION_H\n')
version_header.write('#define CS_GLUE_VERSION_H\n\n')
version_header.write('#define CS_GLUE_VERSION UINT32_C(' + str(glue_version) + ')\n')
version_header.write('\n#endif // CS_GLUE_VERSION_H\n')
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env_mono.add_source_files(env.modules_sources, '*.cpp')
env_mono.add_source_files(env.modules_sources, 'glue/*.cpp')
env_mono.add_source_files(env.modules_sources, 'mono_gd/*.cpp')
env_mono.add_source_files(env.modules_sources, 'utils/*.cpp')
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if env['tools']:
env_mono.add_source_files(env.modules_sources, 'editor/*.cpp')
# NOTE: It is safe to generate this file here, since this is still executed serially
make_cs_files_header('glue/Managed/Files', 'glue/cs_compressed.gen.h', 'glue/cs_glue_version.gen.h')
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vars = Variables()
vars.Add(BoolVariable('mono_glue', 'Build with the mono glue sources', True))
vars.Add(BoolVariable('xbuild_fallback', 'If MSBuild is not found, fallback to xbuild', False))
vars.Update(env_mono)
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# Glue sources
if env_mono['mono_glue']:
env_mono.Append(CPPDEFINES=['MONO_GLUE_ENABLED'])
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# Configure TLS checks
import tls_configure
conf = Configure(env_mono)
tls_configure.configure(conf)
env_mono = conf.Finish()
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# Build GodotSharpTools solution
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import os
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def find_nuget_unix():
import os.path
import sys
hint_dirs = ['/opt/novell/mono/bin']
if sys.platform == 'darwin':
hint_dirs = ['/Library/Frameworks/Mono.framework/Versions/Current/bin', '/usr/local/var/homebrew/linked/mono/bin'] + hint_dirs
for hint_dir in hint_dirs:
hint_path = os.path.join(hint_dir, 'nuget')
if os.path.isfile(hint_path):
return hint_path
elif os.path.isfile(hint_path + '.exe'):
return hint_path + '.exe'
for hint_dir in os.environ['PATH'].split(os.pathsep):
hint_dir = hint_dir.strip('"')
hint_path = os.path.join(hint_dir, 'nuget')
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'
return None
def find_nuget_windows():
import mono_reg_utils as monoreg
mono_root = ''
bits = env['bits']
if bits == '32':
if os.getenv('MONO32_PREFIX'):
mono_root = os.getenv('MONO32_PREFIX')
else:
mono_root = monoreg.find_mono_root_dir(bits)
else:
if os.getenv('MONO64_PREFIX'):
mono_root = os.getenv('MONO64_PREFIX')
else:
mono_root = monoreg.find_mono_root_dir(bits)
if mono_root:
mono_bin_dir = os.path.join(mono_root, 'bin')
nuget_mono = os.path.join(mono_bin_dir, 'nuget.bat')
if os.path.isfile(nuget_mono):
return nuget_mono
# Standalone NuGet
for hint_dir in os.environ['PATH'].split(os.pathsep):
hint_dir = hint_dir.strip('"')
hint_path = os.path.join(hint_dir, 'nuget.exe')
if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK):
return hint_path
if 'NUGET_PATH' in os.environ:
hint_path = os.environ['NUGET_PATH']
if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK):
return hint_path
hint_path = os.path.join(hint_path, 'nuget.exe')
if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK):
return hint_path
return None
def find_msbuild_unix(filename):
import os.path
import sys
hint_dirs = ['/opt/novell/mono/bin']
if sys.platform == 'darwin':
hint_dirs = ['/Library/Frameworks/Mono.framework/Versions/Current/bin', '/usr/local/var/homebrew/linked/mono/bin'] + hint_dirs
for hint_dir in hint_dirs:
hint_path = os.path.join(hint_dir, filename)
if os.path.isfile(hint_path):
return hint_path
elif os.path.isfile(hint_path + '.exe'):
return hint_path + '.exe'
for hint_dir in os.environ['PATH'].split(os.pathsep):
hint_dir = hint_dir.strip('"')
hint_path = os.path.join(hint_dir, filename)
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'
return None
def find_msbuild_windows():
import mono_reg_utils as monoreg
mono_root = ''
bits = env['bits']
if bits == '32':
if os.getenv('MONO32_PREFIX'):
mono_root = os.getenv('MONO32_PREFIX')
else:
mono_root = monoreg.find_mono_root_dir(bits)
else:
if os.getenv('MONO64_PREFIX'):
mono_root = os.getenv('MONO64_PREFIX')
else:
mono_root = monoreg.find_mono_root_dir(bits)
if not mono_root:
raise RuntimeError('Cannot find mono root directory')
framework_path = os.path.join(mono_root, 'lib', 'mono', '4.5')
mono_bin_dir = os.path.join(mono_root, 'bin')
msbuild_mono = os.path.join(mono_bin_dir, 'msbuild.bat')
if os.path.isfile(msbuild_mono):
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# The (Csc/Vbc/Fsc)ToolExe environment variables are required when
# building with Mono's MSBuild. They must point to the batch files
# in Mono's bin directory to make sure they are executed with Mono.
mono_msbuild_env = {
'CscToolExe': os.path.join(mono_bin_dir, 'csc.bat'),
'VbcToolExe': os.path.join(mono_bin_dir, 'vbc.bat'),
'FscToolExe': os.path.join(mono_bin_dir, 'fsharpc.bat')
}
return (msbuild_mono, framework_path, mono_msbuild_env)
msbuild_tools_path = monoreg.find_msbuild_tools_path_reg()
if msbuild_tools_path:
return (os.path.join(msbuild_tools_path, 'MSBuild.exe'), framework_path, {})
return None
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def mono_build_solution(source, target, env):
import subprocess
import mono_reg_utils as monoreg
from shutil import copyfile
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sln_path = os.path.abspath(str(source[0]))
target_path = os.path.abspath(str(target[0]))
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framework_path = ''
msbuild_env = os.environ.copy()
# Needed when running from Developer Command Prompt for VS
if 'PLATFORM' in msbuild_env:
del msbuild_env['PLATFORM']
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# Find MSBuild
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if os.name == 'nt':
msbuild_info = find_msbuild_windows()
if msbuild_info is None:
raise RuntimeError('Cannot find MSBuild executable')
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msbuild_path = msbuild_info[0]
framework_path = msbuild_info[1]
msbuild_env.update(msbuild_info[2])
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else:
msbuild_path = find_msbuild_unix('msbuild')
if msbuild_path is None:
xbuild_fallback = env['xbuild_fallback']
if xbuild_fallback and os.name == 'nt':
print('Option \'xbuild_fallback\' not supported on Windows')
xbuild_fallback = False
if xbuild_fallback:
print('Cannot find MSBuild executable, trying with xbuild')
print('Warning: xbuild is deprecated')
msbuild_path = find_msbuild_unix('xbuild')
if msbuild_path is None:
raise RuntimeError('Cannot find xbuild executable')
else:
raise RuntimeError('Cannot find MSBuild executable')
print('MSBuild path: ' + msbuild_path)
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# Find NuGet
nuget_path = find_nuget_windows() if os.name == 'nt' else find_nuget_unix()
if nuget_path is None:
raise RuntimeError('Cannot find NuGet executable')
print('NuGet path: ' + nuget_path)
# Do NuGet restore
try:
subprocess.check_call([nuget_path, 'restore', sln_path])
except subprocess.CalledProcessError:
raise RuntimeError('GodotSharpTools: NuGet restore failed')
# Build solution
build_config = 'Release'
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msbuild_args = [
msbuild_path,
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sln_path,
'/p:Configuration=' + build_config,
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]
if framework_path:
msbuild_args += ['/p:FrameworkPathOverride=' + framework_path]
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try:
subprocess.check_call(msbuild_args, env=msbuild_env)
except subprocess.CalledProcessError:
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raise RuntimeError('GodotSharpTools: Build failed')
# Copy files
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src_dir = os.path.abspath(os.path.join(sln_path, os.pardir, 'bin', build_config))
dst_dir = os.path.abspath(os.path.join(target_path, os.pardir))
asm_file = 'GodotSharpTools.dll'
if not os.path.isdir(dst_dir):
if os.path.exists(dst_dir):
raise RuntimeError('Target directory is a file')
os.makedirs(dst_dir)
copyfile(os.path.join(src_dir, asm_file), os.path.join(dst_dir, asm_file))
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# Dependencies
copyfile(os.path.join(src_dir, "DotNet.Glob.dll"), os.path.join(dst_dir, "DotNet.Glob.dll"))
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 env['tools']:
output_dir = Dir('#bin').abspath
editor_tools_dir = os.path.join(output_dir, 'GodotSharp', 'Tools')
mono_sln_builder = Builder(action=mono_build_solution)
env_mono.Append(BUILDERS={'MonoBuildSolution': mono_sln_builder})
env_mono.MonoBuildSolution(
os.path.join(editor_tools_dir, 'GodotSharpTools.dll'),
'editor/GodotSharpTools/GodotSharpTools.sln'
)