Mono: Use msbuild instead of nuget.exe for restoring

- Make GodotTools output directly to the SCons output directory.
- Removed xbuild_fallback from the build system.

(cherry picked from commit b61ffef0ab)
This commit is contained in:
Ignacio Etcheverry 2020-05-09 17:09:49 +02:00 committed by Rémi Verschelde
parent 34132d2f67
commit 683e19306e
4 changed files with 43 additions and 132 deletions

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@ -13,12 +13,9 @@ def build_godot_tools(source, target, env):
solution_path = os.path.join(module_dir, 'editor/GodotTools/GodotTools.sln') solution_path = os.path.join(module_dir, 'editor/GodotTools/GodotTools.sln')
build_config = 'Debug' if env['target'] == 'debug' else 'Release' build_config = 'Debug' if env['target'] == 'debug' else 'Release'
# Custom build target to make sure output is always copied to the data dir. from .solution_builder import build_solution
extra_build_args = ['/Target:Build;GodotTools:BuildAlwaysCopyToDataDir']
from . solution_builder import build_solution, nuget_restore build_solution(env, solution_path, build_config, restore=True)
nuget_restore(env, solution_path)
build_solution(env, solution_path, build_config, extra_build_args)
# No need to copy targets. The GodotTools csproj takes care of copying them. # No need to copy targets. The GodotTools csproj takes care of copying them.

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@ -5,85 +5,19 @@ import os
verbose = False verbose = False
def find_nuget_unix():
import os
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')
if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK):
return hint_path
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(env):
import os
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
from . mono_reg_utils import find_mono_root_dir
mono_root = env['mono_prefix'] or find_mono_root_dir(env['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
return None
def find_msbuild_unix(filename): def find_msbuild_unix(filename):
import os.path import os.path
import sys import sys
hint_dirs = ['/opt/novell/mono/bin'] hint_dirs = []
if sys.platform == 'darwin': if sys.platform == "darwin":
hint_dirs = ['/Library/Frameworks/Mono.framework/Versions/Current/bin', '/usr/local/var/homebrew/linked/mono/bin'] + hint_dirs hint_dirs[:0] = [
"/Library/Frameworks/Mono.framework/Versions/Current/bin",
"/usr/local/var/homebrew/linked/mono/bin",
]
for hint_dir in hint_dirs: for hint_dir in hint_dirs:
hint_path = os.path.join(hint_dir, filename) hint_path = os.path.join(hint_dir, "msbuild")
if os.path.isfile(hint_path): if os.path.isfile(hint_path):
return hint_path return hint_path
elif os.path.isfile(hint_path + '.exe'): elif os.path.isfile(hint_path + '.exe'):
@ -91,7 +25,7 @@ def find_msbuild_unix(filename):
for hint_dir in os.environ['PATH'].split(os.pathsep): for hint_dir in os.environ['PATH'].split(os.pathsep):
hint_dir = hint_dir.strip('"') hint_dir = hint_dir.strip('"')
hint_path = os.path.join(hint_dir, filename) hint_path = os.path.join(hint_dir, "msbuild")
if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK): if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK):
return hint_path return hint_path
if os.path.isfile(hint_path + '.exe') and os.access(hint_path + '.exe', os.X_OK): if os.path.isfile(hint_path + '.exe') and os.access(hint_path + '.exe', os.X_OK):
@ -156,18 +90,11 @@ def nuget_restore(env, *args):
global verbose global verbose
verbose = env['verbose'] verbose = env['verbose']
# Find NuGet
nuget_path = find_nuget_windows(env) 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 # Do NuGet restore
run_command(nuget_path, ['restore'] + list(args), name='nuget restore') run_command(nuget_path, ['restore'] + list(args), name='nuget restore')
def build_solution(env, solution_path, build_config, extra_msbuild_args=[]): def build_solution(env, solution_path, build_config, extra_msbuild_args=[], restore=False):
global verbose global verbose
verbose = env['verbose'] verbose = env['verbose']
@ -187,28 +114,17 @@ def build_solution(env, solution_path, build_config, extra_msbuild_args=[]):
else: else:
msbuild_path = find_msbuild_unix('msbuild') msbuild_path = find_msbuild_unix('msbuild')
if msbuild_path is None: if msbuild_path is None:
xbuild_fallback = env['xbuild_fallback'] raise RuntimeError("Cannot find MSBuild executable")
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) print('MSBuild path: ' + msbuild_path)
# Build solution # Build solution
msbuild_args = [solution_path, '/p:Configuration=' + build_config] targets = ["Build"]
if restore:
targets.insert(0, "Restore")
msbuild_args = [solution_path, "/t:%s" % ",".join(targets), "/p:Configuration=" + build_config]
msbuild_args += extra_msbuild_args msbuild_args += extra_msbuild_args
run_command(msbuild_path, msbuild_args, env_override=msbuild_env, name='msbuild') run_command(msbuild_path, msbuild_args, env_override=msbuild_env, name='msbuild')

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@ -21,11 +21,21 @@ def configure(env):
default_mono_bundles_zlib = platform in ['javascript'] default_mono_bundles_zlib = platform in ['javascript']
envvars = Variables() envvars = Variables()
envvars.Add(PathVariable('mono_prefix', 'Path to the mono installation directory for the target platform and architecture', '', PathVariable.PathAccept)) envvars.Add(
envvars.Add(BoolVariable('mono_static', 'Statically link mono', default_mono_static)) PathVariable(
envvars.Add(BoolVariable('mono_glue', 'Build with the mono glue sources', True)) "mono_prefix",
envvars.Add(BoolVariable('copy_mono_root', 'Make a copy of the mono installation directory to bundle with the editor', False)) "Path to the mono installation directory for the target platform and architecture",
envvars.Add(BoolVariable('xbuild_fallback', 'If MSBuild is not found, fallback to xbuild', False)) "",
PathVariable.PathAccept,
)
)
envvars.Add(BoolVariable("mono_static", "Statically link mono", default_mono_static))
envvars.Add(BoolVariable("mono_glue", "Build with the mono glue sources", True))
envvars.Add(
BoolVariable(
"copy_mono_root", "Make a copy of the mono installation directory to bundle with the editor", False
)
)
# TODO: It would be great if this could be detected automatically instead # TODO: It would be great if this could be detected automatically instead
envvars.Add(BoolVariable('mono_bundles_zlib', 'Specify if the Mono runtime was built with bundled zlib', default_mono_bundles_zlib)) envvars.Add(BoolVariable('mono_bundles_zlib', 'Specify if the Mono runtime was built with bundled zlib', default_mono_bundles_zlib))

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@ -8,16 +8,21 @@
<RootNamespace>GodotTools</RootNamespace> <RootNamespace>GodotTools</RootNamespace>
<AssemblyName>GodotTools</AssemblyName> <AssemblyName>GodotTools</AssemblyName>
<TargetFrameworkVersion>v4.7</TargetFrameworkVersion> <TargetFrameworkVersion>v4.7</TargetFrameworkVersion>
<GodotSourceRootPath>$(SolutionDir)/../../../../</GodotSourceRootPath>
<DataDirToolsOutputPath>$(GodotSourceRootPath)/bin/GodotSharp/Tools</DataDirToolsOutputPath>
<GodotApiConfiguration>Debug</GodotApiConfiguration>
<LangVersion>7</LangVersion> <LangVersion>7</LangVersion>
<GodotApiConfiguration>Debug</GodotApiConfiguration> <!-- The Godot editor uses the Debug Godot API assemblies -->
<GodotSourceRootPath>$(SolutionDir)/../../../../</GodotSourceRootPath>
<GodotOutputDataDir>$(GodotSourceRootPath)/bin/GodotSharp</GodotOutputDataDir>
<GodotApiAssembliesDir>$(GodotOutputDataDir)/Api/$(GodotApiConfiguration)</GodotApiAssembliesDir>
</PropertyGroup>
<PropertyGroup Condition=" Exists('$(GodotApiAssembliesDir)/GodotSharp.dll') ">
<!-- The project is part of the Godot source tree -->
<!-- Use the Godot source tree output folder instead of '$(ProjectDir)/bin' -->
<OutputPath>$(GodotOutputDataDir)/Tools</OutputPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' "> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols> <DebugSymbols>true</DebugSymbols>
<DebugType>portable</DebugType> <DebugType>portable</DebugType>
<Optimize>false</Optimize> <Optimize>false</Optimize>
<OutputPath>bin\Debug</OutputPath>
<DefineConstants>DEBUG;</DefineConstants> <DefineConstants>DEBUG;</DefineConstants>
<ErrorReport>prompt</ErrorReport> <ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel> <WarningLevel>4</WarningLevel>
@ -25,7 +30,6 @@
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' "> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<Optimize>true</Optimize> <Optimize>true</Optimize>
<OutputPath>bin\Release</OutputPath>
<ErrorReport>prompt</ErrorReport> <ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel> <WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause> <ConsolePause>false</ConsolePause>
@ -45,11 +49,11 @@
</Reference> </Reference>
<Reference Include="System" /> <Reference Include="System" />
<Reference Include="GodotSharp"> <Reference Include="GodotSharp">
<HintPath>$(GodotSourceRootPath)/bin/GodotSharp/Api/$(GodotApiConfiguration)/GodotSharp.dll</HintPath> <HintPath>$(GodotApiAssembliesDir)/GodotSharp.dll</HintPath>
<Private>False</Private> <Private>False</Private>
</Reference> </Reference>
<Reference Include="GodotSharpEditor"> <Reference Include="GodotSharpEditor">
<HintPath>$(GodotSourceRootPath)/bin/GodotSharp/Api/$(GodotApiConfiguration)/GodotSharpEditor.dll</HintPath> <HintPath>$(GodotApiAssembliesDir)/GodotSharpEditor.dll</HintPath>
<Private>False</Private> <Private>False</Private>
</Reference> </Reference>
</ItemGroup> </ItemGroup>
@ -103,21 +107,5 @@
<ItemGroup> <ItemGroup>
<None Include="packages.config" /> <None Include="packages.config" />
</ItemGroup> </ItemGroup>
<Target Name="CopyToDataDir" AfterTargets="Build">
<ItemGroup>
<GodotToolsCopy Include="$(OutputPath)\GodotTools*.dll" />
<GodotToolsCopy Include="$(OutputPath)\Newtonsoft.Json.dll" />
<GodotToolsCopy Include="$(OutputPath)\DotNet.Glob.dll" />
</ItemGroup>
<ItemGroup Condition=" '$(Configuration)' == 'Debug' ">
<GodotToolsCopy Include="$(OutputPath)\GodotTools*.pdb" />
</ItemGroup>
<Copy SourceFiles="@(GodotToolsCopy)" DestinationFolder="$(DataDirToolsOutputPath)" ContinueOnError="false" />
</Target>
<Target Name="BuildAlwaysCopyToDataDir">
<!-- Custom target run by SCons to make sure the CopyToDataDir target is always executed, without having to use DisableFastUpToDateCheck -->
<CallTarget Targets="Build" />
<CallTarget Targets="CopyToDataDir" />
</Target>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" /> <Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
</Project> </Project>