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.
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@ -13,13 +13,9 @@ def build_godot_tools(source, target, env):
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solution_path = os.path.join(module_dir, "editor/GodotTools/GodotTools.sln")
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build_config = "Debug" if env["target"] == "debug" else "Release"
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# Custom build target to make sure output is always copied to the data dir.
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extra_build_args = ["/Target:Build;GodotTools:BuildAlwaysCopyToDataDir"]
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from .solution_builder import build_solution
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from .solution_builder import build_solution, nuget_restore
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nuget_restore(env, solution_path)
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build_solution(env, solution_path, build_config, extra_build_args)
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build_solution(env, solution_path, build_config, restore=True)
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# No need to copy targets. The GodotTools csproj takes care of copying them.
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@ -4,91 +4,19 @@ import os
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verbose = False
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def find_nuget_unix():
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import os
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if "NUGET_PATH" in os.environ:
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hint_path = os.environ["NUGET_PATH"]
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if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK):
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return hint_path
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hint_path = os.path.join(hint_path, "nuget")
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if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK):
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return hint_path
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import os.path
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import sys
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hint_dirs = ["/opt/novell/mono/bin"]
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if sys.platform == "darwin":
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hint_dirs = [
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"/Library/Frameworks/Mono.framework/Versions/Current/bin",
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"/usr/local/var/homebrew/linked/mono/bin",
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] + hint_dirs
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for hint_dir in hint_dirs:
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hint_path = os.path.join(hint_dir, "nuget")
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if os.path.isfile(hint_path):
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return hint_path
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elif os.path.isfile(hint_path + ".exe"):
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return hint_path + ".exe"
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for hint_dir in os.environ["PATH"].split(os.pathsep):
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hint_dir = hint_dir.strip('"')
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hint_path = os.path.join(hint_dir, "nuget")
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if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK):
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return hint_path
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if os.path.isfile(hint_path + ".exe") and os.access(hint_path + ".exe", os.X_OK):
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return hint_path + ".exe"
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return None
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def find_nuget_windows(env):
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import os
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if "NUGET_PATH" in os.environ:
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hint_path = os.environ["NUGET_PATH"]
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if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK):
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return hint_path
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hint_path = os.path.join(hint_path, "nuget.exe")
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if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK):
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return hint_path
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from .mono_reg_utils import find_mono_root_dir
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mono_root = env["mono_prefix"] or find_mono_root_dir(env["bits"])
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if mono_root:
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mono_bin_dir = os.path.join(mono_root, "bin")
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nuget_mono = os.path.join(mono_bin_dir, "nuget.bat")
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if os.path.isfile(nuget_mono):
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return nuget_mono
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# Standalone NuGet
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for hint_dir in os.environ["PATH"].split(os.pathsep):
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hint_dir = hint_dir.strip('"')
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hint_path = os.path.join(hint_dir, "nuget.exe")
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if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK):
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return hint_path
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return None
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def find_msbuild_unix(filename):
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import os.path
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import sys
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hint_dirs = ["/opt/novell/mono/bin"]
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hint_dirs = []
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if sys.platform == "darwin":
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hint_dirs = [
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hint_dirs[:0] = [
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"/Library/Frameworks/Mono.framework/Versions/Current/bin",
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"/usr/local/var/homebrew/linked/mono/bin",
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] + hint_dirs
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]
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for hint_dir in hint_dirs:
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hint_path = os.path.join(hint_dir, filename)
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hint_path = os.path.join(hint_dir, "msbuild")
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if os.path.isfile(hint_path):
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return hint_path
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elif os.path.isfile(hint_path + ".exe"):
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@ -96,7 +24,7 @@ def find_msbuild_unix(filename):
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for hint_dir in os.environ["PATH"].split(os.pathsep):
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hint_dir = hint_dir.strip('"')
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hint_path = os.path.join(hint_dir, filename)
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hint_path = os.path.join(hint_dir, "msbuild")
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if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK):
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return hint_path
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if os.path.isfile(hint_path + ".exe") and os.access(hint_path + ".exe", os.X_OK):
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@ -162,18 +90,11 @@ def nuget_restore(env, *args):
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global verbose
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verbose = env["verbose"]
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# Find NuGet
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nuget_path = find_nuget_windows(env) if os.name == "nt" else find_nuget_unix()
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if nuget_path is None:
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raise RuntimeError("Cannot find NuGet executable")
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print("NuGet path: " + nuget_path)
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# Do NuGet restore
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run_command(nuget_path, ["restore"] + list(args), name="nuget restore")
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def build_solution(env, solution_path, build_config, extra_msbuild_args=[]):
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def build_solution(env, solution_path, build_config, extra_msbuild_args=[], restore=False):
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global verbose
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verbose = env["verbose"]
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@ -193,28 +114,17 @@ def build_solution(env, solution_path, build_config, extra_msbuild_args=[]):
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else:
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msbuild_path = find_msbuild_unix("msbuild")
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if msbuild_path is None:
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xbuild_fallback = env["xbuild_fallback"]
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if xbuild_fallback and os.name == "nt":
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print("Option 'xbuild_fallback' not supported on Windows")
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xbuild_fallback = False
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if xbuild_fallback:
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print("Cannot find MSBuild executable, trying with xbuild")
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print("Warning: xbuild is deprecated")
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msbuild_path = find_msbuild_unix("xbuild")
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if msbuild_path is None:
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raise RuntimeError("Cannot find xbuild executable")
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else:
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raise RuntimeError("Cannot find MSBuild executable")
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raise RuntimeError("Cannot find MSBuild executable")
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print("MSBuild path: " + msbuild_path)
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# Build solution
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msbuild_args = [solution_path, "/p:Configuration=" + build_config]
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targets = ["Build"]
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if restore:
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targets.insert(0, "Restore")
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msbuild_args = [solution_path, "/t:%s" % ",".join(targets), "/p:Configuration=" + build_config]
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msbuild_args += extra_msbuild_args
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run_command(msbuild_path, msbuild_args, env_override=msbuild_env, name="msbuild")
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@ -35,7 +35,6 @@ def configure(env):
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"copy_mono_root", "Make a copy of the mono installation directory to bundle with the editor", False
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)
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)
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envvars.Add(BoolVariable("xbuild_fallback", "If MSBuild is not found, fallback to xbuild", False))
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# TODO: It would be great if this could be detected automatically instead
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envvars.Add(
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@ -8,16 +8,21 @@
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<RootNamespace>GodotTools</RootNamespace>
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<AssemblyName>GodotTools</AssemblyName>
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<TargetFrameworkVersion>v4.7</TargetFrameworkVersion>
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<GodotSourceRootPath>$(SolutionDir)/../../../../</GodotSourceRootPath>
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<DataDirToolsOutputPath>$(GodotSourceRootPath)/bin/GodotSharp/Tools</DataDirToolsOutputPath>
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<GodotApiConfiguration>Debug</GodotApiConfiguration>
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<LangVersion>7</LangVersion>
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<GodotApiConfiguration>Debug</GodotApiConfiguration> <!-- The Godot editor uses the Debug Godot API assemblies -->
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<GodotSourceRootPath>$(SolutionDir)/../../../../</GodotSourceRootPath>
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<GodotOutputDataDir>$(GodotSourceRootPath)/bin/GodotSharp</GodotOutputDataDir>
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<GodotApiAssembliesDir>$(GodotOutputDataDir)/Api/$(GodotApiConfiguration)</GodotApiAssembliesDir>
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</PropertyGroup>
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<PropertyGroup Condition=" Exists('$(GodotApiAssembliesDir)/GodotSharp.dll') ">
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<!-- The project is part of the Godot source tree -->
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<!-- Use the Godot source tree output folder instead of '$(ProjectDir)/bin' -->
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<OutputPath>$(GodotOutputDataDir)/Tools</OutputPath>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<DebugSymbols>true</DebugSymbols>
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<DebugType>portable</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\Debug</OutputPath>
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<DefineConstants>DEBUG;</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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@ -25,7 +30,6 @@
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<Optimize>true</Optimize>
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<OutputPath>bin\Release</OutputPath>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<ConsolePause>false</ConsolePause>
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@ -41,11 +45,11 @@
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</Reference>
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<Reference Include="System" />
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<Reference Include="GodotSharp">
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<HintPath>$(GodotSourceRootPath)/bin/GodotSharp/Api/$(GodotApiConfiguration)/GodotSharp.dll</HintPath>
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<HintPath>$(GodotApiAssembliesDir)/GodotSharp.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="GodotSharpEditor">
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<HintPath>$(GodotSourceRootPath)/bin/GodotSharp/Api/$(GodotApiConfiguration)/GodotSharpEditor.dll</HintPath>
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<HintPath>$(GodotApiAssembliesDir)/GodotSharpEditor.dll</HintPath>
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<Private>False</Private>
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</Reference>
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</ItemGroup>
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@ -103,21 +107,5 @@
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<ItemGroup>
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<None Include="packages.config" />
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</ItemGroup>
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<Target Name="CopyToDataDir" AfterTargets="Build">
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<ItemGroup>
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<GodotToolsCopy Include="$(OutputPath)\GodotTools*.dll" />
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<GodotToolsCopy Include="$(OutputPath)\Newtonsoft.Json.dll" />
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<GodotToolsCopy Include="$(OutputPath)\DotNet.Glob.dll" />
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</ItemGroup>
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<ItemGroup Condition=" '$(Configuration)' == 'Debug' ">
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<GodotToolsCopy Include="$(OutputPath)\GodotTools*.pdb" />
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</ItemGroup>
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<Copy SourceFiles="@(GodotToolsCopy)" DestinationFolder="$(DataDirToolsOutputPath)" ContinueOnError="false" />
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</Target>
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<Target Name="BuildAlwaysCopyToDataDir">
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<!-- Custom target run by SCons to make sure the CopyToDataDir target is always executed, without having to use DisableFastUpToDateCheck -->
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<CallTarget Targets="Build" />
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<CallTarget Targets="CopyToDataDir" />
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</Target>
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
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</Project>
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