Mono: Fix passing wrong logger assembly path to MSBuild
- Add option to print MSBuild's stdout and stderr instead of redirecting it. This can be enabled by setting the environment variable: Godot_DEBUG_MSBUILD=1
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@ -78,6 +78,8 @@ namespace GodotSharpTools.Build
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public bool Build(string loggerAssemblyPath, string loggerOutputDir, string[] customProperties = null)
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{
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bool debugMSBuild = IsDebugMSBuildRequested();
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List<string> customPropertiesList = new List<string>();
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if (customProperties != null)
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@ -92,9 +94,10 @@ namespace GodotSharpTools.Build
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ProcessStartInfo startInfo = new ProcessStartInfo(GetMSBuildPath(), compilerArgs);
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// No console output, thanks
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startInfo.RedirectStandardOutput = true;
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startInfo.RedirectStandardError = true;
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bool redirectOutput = !debugMSBuild;
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startInfo.RedirectStandardOutput = redirectOutput;
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startInfo.RedirectStandardError = redirectOutput;
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startInfo.UseShellExecute = false;
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if (UsingMonoMSBuildOnWindows)
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@ -116,8 +119,11 @@ namespace GodotSharpTools.Build
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process.Start();
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if (redirectOutput)
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{
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process.BeginOutputReadLine();
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process.BeginErrorReadLine();
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}
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process.WaitForExit();
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@ -129,6 +135,8 @@ namespace GodotSharpTools.Build
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public bool BuildAsync(string loggerAssemblyPath, string loggerOutputDir, string[] customProperties = null)
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{
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bool debugMSBuild = IsDebugMSBuildRequested();
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if (process != null)
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throw new InvalidOperationException("Already in use");
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@ -146,9 +154,10 @@ namespace GodotSharpTools.Build
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ProcessStartInfo startInfo = new ProcessStartInfo(GetMSBuildPath(), compilerArgs);
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// No console output, thanks
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startInfo.RedirectStandardOutput = true;
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startInfo.RedirectStandardError = true;
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bool redirectOutput = !debugMSBuild;
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startInfo.RedirectStandardOutput = redirectOutput;
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startInfo.RedirectStandardError = redirectOutput;
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startInfo.UseShellExecute = false;
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if (UsingMonoMSBuildOnWindows)
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@ -171,8 +180,11 @@ namespace GodotSharpTools.Build
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process.Start();
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if (redirectOutput)
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{
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process.BeginOutputReadLine();
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process.BeginErrorReadLine();
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}
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return true;
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}
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@ -220,6 +232,11 @@ namespace GodotSharpTools.Build
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Dispose();
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}
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private static bool IsDebugMSBuildRequested()
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{
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return Environment.GetEnvironmentVariable("GODOT_DEBUG_MSBUILD").Trim() == "1";
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}
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public void Dispose()
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{
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if (process != null)
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@ -527,8 +527,9 @@ void GodotSharpBuilds::BuildProcess::start(bool p_blocking) {
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// Call Build
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Variant logger_assembly = OS::get_singleton()->get_executable_path().get_base_dir().plus_file(EDITOR_TOOLS_ASSEMBLY_NAME) + ".dll";
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Variant logger_output_dir = logs_dir;
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String logger_assembly_path = GDMono::get_singleton()->get_editor_tools_assembly()->get_path();
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Variant logger_assembly = ProjectSettings::get_singleton()->globalize_path(logger_assembly_path);
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Variant logger_output_dir = log_dirpath;
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Variant custom_props = build_info.custom_props;
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const Variant *args[3] = { &logger_assembly, &logger_output_dir, &custom_props };
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