Merge pull request #30502 from neikeq/chotto-matte-kudasai
Mono: Fix Api HintPath and update old game projects
This commit is contained in:
commit
2c6daf73f3
|
@ -91,13 +91,11 @@ namespace GodotTools.ProjectEditor
|
|||
|
||||
var coreApiRef = root.AddItem("Reference", CoreApiProjectName);
|
||||
coreApiRef.AddMetadata("HintPath", Path.Combine("$(ProjectDir)", ".mono", "assemblies", "$(ApiConfiguration)", CoreApiProjectName + ".dll"));
|
||||
coreApiRef.AddMetadata("HintPath", Path.Combine("$(ProjectDir)", ".mono", "assemblies", CoreApiProjectName + ".dll"));
|
||||
coreApiRef.AddMetadata("Private", "False");
|
||||
|
||||
var editorApiRef = root.AddItem("Reference", EditorApiProjectName);
|
||||
editorApiRef.Condition = " '$(Configuration)' == 'Tools' ";
|
||||
editorApiRef.AddMetadata("HintPath", Path.Combine("$(ProjectDir)", ".mono", "assemblies", "$(ApiConfiguration)", EditorApiProjectName + ".dll"));
|
||||
editorApiRef.AddMetadata("HintPath", Path.Combine("$(ProjectDir)", ".mono", "assemblies", EditorApiProjectName + ".dll"));
|
||||
editorApiRef.AddMetadata("Private", "False");
|
||||
|
||||
GenAssemblyInfoFile(root, dir, name);
|
||||
|
|
|
@ -1,6 +1,8 @@
|
|||
using GodotTools.Core;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using DotNet.Globbing;
|
||||
using Microsoft.Build.Construction;
|
||||
|
||||
|
@ -12,6 +14,8 @@ namespace GodotTools.ProjectEditor
|
|||
{
|
||||
var dir = Directory.GetParent(projectPath).FullName;
|
||||
var root = ProjectRootElement.Open(projectPath);
|
||||
Debug.Assert(root != null);
|
||||
|
||||
var normalizedInclude = include.RelativeToPath(dir).Replace("/", "\\");
|
||||
|
||||
if (root.AddItemChecked(itemType, normalizedInclude))
|
||||
|
@ -23,7 +27,8 @@ namespace GodotTools.ProjectEditor
|
|||
string[] files = Directory.GetFiles(rootDirectory, mask, SearchOption.AllDirectories);
|
||||
|
||||
// We want relative paths
|
||||
for (int i = 0; i < files.Length; i++) {
|
||||
for (int i = 0; i < files.Length; i++)
|
||||
{
|
||||
files[i] = files[i].RelativeToPath(rootDirectory);
|
||||
}
|
||||
|
||||
|
@ -35,7 +40,7 @@ namespace GodotTools.ProjectEditor
|
|||
var result = new List<string>();
|
||||
var existingFiles = GetAllFilesRecursive(Path.GetDirectoryName(projectPath), "*.cs");
|
||||
|
||||
GlobOptions globOptions = new GlobOptions();
|
||||
var globOptions = new GlobOptions();
|
||||
globOptions.Evaluation.CaseInsensitive = false;
|
||||
|
||||
var root = ProjectRootElement.Open(projectPath);
|
||||
|
@ -68,5 +73,103 @@ namespace GodotTools.ProjectEditor
|
|||
|
||||
return result.ToArray();
|
||||
}
|
||||
|
||||
/// Simple function to make sure the Api assembly references are configured correctly
|
||||
public static void FixApiHintPath(string projectPath)
|
||||
{
|
||||
var root = ProjectRootElement.Open(projectPath);
|
||||
Debug.Assert(root != null);
|
||||
|
||||
bool dirty = false;
|
||||
|
||||
void AddPropertyIfNotPresent(string name, string condition, string value)
|
||||
{
|
||||
if (root.PropertyGroups
|
||||
.Any(g => g.Condition == string.Empty || g.Condition == condition &&
|
||||
g.Properties
|
||||
.Any(p => p.Name == name &&
|
||||
p.Value == value &&
|
||||
(p.Condition == condition || g.Condition == condition))))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
root.AddProperty(name, value).Condition = condition;
|
||||
dirty = true;
|
||||
}
|
||||
|
||||
AddPropertyIfNotPresent(name: "ApiConfiguration",
|
||||
condition: " '$(Configuration)' != 'Release' ",
|
||||
value: "Debug");
|
||||
AddPropertyIfNotPresent(name: "ApiConfiguration",
|
||||
condition: " '$(Configuration)' == 'Release' ",
|
||||
value: "Release");
|
||||
|
||||
void SetReferenceHintPath(string referenceName, string condition, string hintPath)
|
||||
{
|
||||
foreach (var itemGroup in root.ItemGroups.Where(g =>
|
||||
g.Condition == string.Empty || g.Condition == condition))
|
||||
{
|
||||
var references = itemGroup.Items.Where(item =>
|
||||
item.ItemType == "Reference" &&
|
||||
item.Include == referenceName &&
|
||||
(item.Condition == condition || itemGroup.Condition == condition));
|
||||
|
||||
var referencesWithHintPath = references.Where(reference =>
|
||||
reference.Metadata.Any(m => m.Name == "HintPath"));
|
||||
|
||||
if (referencesWithHintPath.Any(reference => reference.Metadata
|
||||
.Any(m => m.Name == "HintPath" && m.Value == hintPath)))
|
||||
{
|
||||
// Found a Reference item with the right HintPath
|
||||
return;
|
||||
}
|
||||
|
||||
var referenceWithHintPath = referencesWithHintPath.FirstOrDefault();
|
||||
if (referenceWithHintPath != null)
|
||||
{
|
||||
// Found a Reference item with a wrong HintPath
|
||||
foreach (var metadata in referenceWithHintPath.Metadata.ToList()
|
||||
.Where(m => m.Name == "HintPath"))
|
||||
{
|
||||
// Safe to remove as we duplicate with ToList() to loop
|
||||
referenceWithHintPath.RemoveChild(metadata);
|
||||
}
|
||||
|
||||
referenceWithHintPath.AddMetadata("HintPath", hintPath);
|
||||
dirty = true;
|
||||
return;
|
||||
}
|
||||
|
||||
var referenceWithoutHintPath = references.FirstOrDefault();
|
||||
if (referenceWithoutHintPath != null)
|
||||
{
|
||||
// Found a Reference item without a HintPath
|
||||
referenceWithoutHintPath.AddMetadata("HintPath", hintPath);
|
||||
dirty = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Found no Reference item at all. Add it.
|
||||
root.AddItem("Reference", referenceName).Condition = condition;
|
||||
dirty = true;
|
||||
}
|
||||
|
||||
const string coreProjectName = "GodotSharp";
|
||||
const string editorProjectName = "GodotSharpEditor";
|
||||
|
||||
const string coreCondition = "";
|
||||
const string editorCondition = " '$(Configuration)' == 'Tools' ";
|
||||
|
||||
var coreHintPath = $"$(ProjectDir)/.mono/assemblies/$(ApiConfiguration)/{coreProjectName}.dll";
|
||||
var editorHintPath = $"$(ProjectDir)/.mono/assemblies/$(ApiConfiguration)/{editorProjectName}.dll";
|
||||
|
||||
SetReferenceHintPath(coreProjectName, coreCondition, coreHintPath);
|
||||
SetReferenceHintPath(editorProjectName, editorCondition, editorHintPath);
|
||||
|
||||
if (dirty)
|
||||
root.Save();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -32,6 +32,18 @@ namespace GodotTools
|
|||
ProjectUtils.AddItemToProjectChecked(projectPath, itemType, include);
|
||||
}
|
||||
|
||||
public static void FixApiHintPath(string projectPath)
|
||||
{
|
||||
try
|
||||
{
|
||||
ProjectUtils.FixApiHintPath(projectPath);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
GD.PushError(e.ToString());
|
||||
}
|
||||
}
|
||||
|
||||
private static readonly DateTime Epoch = new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc);
|
||||
|
||||
private static ulong ConvertToTimestamp(this DateTime value)
|
||||
|
|
|
@ -466,6 +466,9 @@ namespace GodotTools
|
|||
{
|
||||
// Defer this task because EditorProgress calls Main::iterarion() and the main loop is not yet initialized.
|
||||
CallDeferred(nameof(_MakeApiSolutionsIfNeeded));
|
||||
|
||||
// Make sure the existing project has Api assembly references configured correctly
|
||||
CSharpProject.FixApiHintPath(GodotSharpDirs.ProjectCsProjPath);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue