C#: Support for building with the dotnet CLI

By adding a reference to the 'Microsoft.NETFramework.ReferenceAssemblies' nuget
package, we can build projects targeting .NET Framework with the dotnet CLI.
By referencing this package we also don't need to install Mono on Linux/macOS
or .NET Framework on Windows, as the assemblies are taken from the package.
This commit is contained in:
Ignacio Etcheverry 2020-05-10 22:56:35 +02:00
parent 6a0473bcc2
commit dcf1dc4fe0
15 changed files with 199 additions and 96 deletions

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@ -15,7 +15,7 @@ def build_godot_tools(source, target, env):
from .solution_builder import build_solution
build_solution(env, solution_path, build_config, restore=True)
build_solution(env, solution_path, build_config)
# No need to copy targets. The GodotTools csproj takes care of copying them.

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@ -4,7 +4,29 @@ import os
verbose = False
def find_msbuild_unix(filename):
def find_dotnet_cli():
import os.path
if os.name == "nt":
windows_exts = os.environ["PATHEXT"]
windows_exts = windows_exts.split(os.pathsep) if windows_exts else []
for hint_dir in os.environ["PATH"].split(os.pathsep):
hint_dir = hint_dir.strip('"')
hint_path = os.path.join(hint_dir, "dotnet")
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"
else:
for hint_dir in os.environ["PATH"].split(os.pathsep):
hint_dir = hint_dir.strip('"')
hint_path = os.path.join(hint_dir, "dotnet")
if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK):
return hint_path
def find_msbuild_unix():
import os.path
import sys
@ -86,15 +108,7 @@ def run_command(command, args, env_override=None, name=None):
raise RuntimeError("'%s' exited with error code: %s" % (name, e.returncode))
def nuget_restore(env, *args):
global verbose
verbose = env["verbose"]
# Do NuGet restore
run_command(nuget_path, ["restore"] + list(args), name="nuget restore")
def build_solution(env, solution_path, build_config, extra_msbuild_args=[], restore=False):
def build_solution(env, solution_path, build_config, extra_msbuild_args=[]):
global verbose
verbose = env["verbose"]
@ -104,27 +118,33 @@ def build_solution(env, solution_path, build_config, extra_msbuild_args=[], rest
if "PLATFORM" in msbuild_env:
del msbuild_env["PLATFORM"]
# Find MSBuild
if os.name == "nt":
msbuild_info = find_msbuild_windows(env)
if msbuild_info is None:
raise RuntimeError("Cannot find MSBuild executable")
msbuild_path = msbuild_info[0]
msbuild_env.update(msbuild_info[1])
msbuild_args = []
dotnet_cli = find_dotnet_cli()
if dotnet_cli:
msbuild_path = dotnet_cli
msbuild_args += ["msbuild"] # `dotnet msbuild` command
else:
msbuild_path = find_msbuild_unix("msbuild")
if msbuild_path is None:
raise RuntimeError("Cannot find MSBuild executable")
# Find MSBuild
if os.name == "nt":
msbuild_info = find_msbuild_windows(env)
if msbuild_info is None:
raise RuntimeError("Cannot find MSBuild executable")
msbuild_path = msbuild_info[0]
msbuild_env.update(msbuild_info[1])
else:
msbuild_path = find_msbuild_unix()
if msbuild_path is None:
raise RuntimeError("Cannot find MSBuild executable")
print("MSBuild path: " + msbuild_path)
# Build solution
targets = ["Build"]
if restore:
targets.insert(0, "Restore")
targets = ["Restore", "Build"]
msbuild_args = [solution_path, "/t:%s" % ",".join(targets), "/p:Configuration=" + build_config]
msbuild_args += [solution_path, "/t:%s" % ",".join(targets), "/p:Configuration=" + build_config]
msbuild_args += extra_msbuild_args
run_command(msbuild_path, msbuild_args, env_override=msbuild_env, name="msbuild")

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@ -6,18 +6,18 @@
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Microsoft.Build" Version="16.5.0" />
<PackageReference Include="Microsoft.Build.Runtime" Version="16.5.0" />
<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies" Version="1.0.0" PrivateAssets="All" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\GodotTools.Core\GodotTools.Core.csproj" />
</ItemGroup>
<PropertyGroup>
<ItemGroup>
<!--
The 'Microsoft.Build.Runtime' package includes an mscorlib reference assembly in contentFiles.
This causes our project build to fail. As a workaround, we remove {CandidateAssemblyFiles}
from AssemblySearchPaths as described here: https://github.com/microsoft/msbuild/issues/3486.
The Microsoft.Build.Runtime package is too problematic so we create a MSBuild.exe stub. The workaround described
here doesn't work with Microsoft.NETFramework.ReferenceAssemblies: https://github.com/microsoft/msbuild/issues/3486
We need a MSBuild.exe file as there's an issue in Microsoft.Build where it executes platform dependent code when
searching for MSBuild.exe before the fallback to not using it. A stub is fine as it should never be executed.
-->
<AssemblySearchPaths>$([System.String]::Copy('$(AssemblySearchPaths)').Replace('{CandidateAssemblyFiles}', ''))</AssemblySearchPaths>
<AssemblySearchPaths Condition=" '$(MSBuildRuntimeVersion)' != '' ">$(AssemblySearchPaths.Split(';'))</AssemblySearchPaths>
</PropertyGroup>
<None Include="MSBuild.exe" CopyToOutputDirectory="Always" />
</ItemGroup>
</Project>

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@ -125,6 +125,12 @@ namespace GodotTools.ProjectEditor
// References
var referenceGroup = root.AddItemGroup();
referenceGroup.AddItem("Reference", "System");
var frameworkRefAssembliesItem = referenceGroup.AddItem("PackageReference", "Microsoft.NETFramework.ReferenceAssemblies");
// Use metadata (child nodes) instead of attributes for the PackageReference.
// This is for compatibility with 3.2, where GodotTools uses an old Microsoft.Build.
frameworkRefAssembliesItem.AddMetadata("Version", "1.0.0");
frameworkRefAssembliesItem.AddMetadata("PrivateAssets", "All");
root.AddImport(Path.Combine("$(MSBuildBinPath)", "Microsoft.CSharp.targets").Replace("/", "\\"));

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@ -173,7 +173,7 @@ namespace GodotTools.ProjectEditor
void AddPropertyIfNotPresent(string name, string condition, string value)
{
if (root.PropertyGroups
.Any(g => (g.Condition == string.Empty || g.Condition.Trim() == condition) &&
.Any(g => (string.IsNullOrEmpty(g.Condition) || g.Condition.Trim() == condition) &&
g.Properties
.Any(p => p.Name == name &&
p.Value == value &&
@ -264,7 +264,7 @@ namespace GodotTools.ProjectEditor
bool hasGodotProjectGeneratorVersion = false;
bool foundOldConfiguration = false;
foreach (var propertyGroup in root.PropertyGroups.Where(g => g.Condition == string.Empty))
foreach (var propertyGroup in root.PropertyGroups.Where(g => string.IsNullOrEmpty(g.Condition)))
{
if (!hasGodotProjectGeneratorVersion && propertyGroup.Properties.Any(p => p.Name == "GodotProjectGeneratorVersion"))
hasGodotProjectGeneratorVersion = true;
@ -280,7 +280,7 @@ namespace GodotTools.ProjectEditor
if (!hasGodotProjectGeneratorVersion)
{
root.PropertyGroups.First(g => g.Condition == string.Empty)?
root.PropertyGroups.First(g => string.IsNullOrEmpty(g.Condition))?
.AddProperty("GodotProjectGeneratorVersion", Assembly.GetExecutingAssembly().GetName().Version.ToString());
project.HasUnsavedChanges = true;
}
@ -348,5 +348,25 @@ namespace GodotTools.ProjectEditor
MigrateConfigurationConditions("Tools", "Debug"); // Must be last
}
}
public static void EnsureHasNugetNetFrameworkRefAssemblies(MSBuildProject project)
{
var root = project.Root;
bool found = root.ItemGroups.Any(g => string.IsNullOrEmpty(g.Condition) && g.Items.Any(
item => item.ItemType == "PackageReference" && item.Include == "Microsoft.NETFramework.ReferenceAssemblies"));
if (found)
return;
var frameworkRefAssembliesItem = root.AddItem("PackageReference", "Microsoft.NETFramework.ReferenceAssemblies");
// Use metadata (child nodes) instead of attributes for the PackageReference.
// This is for compatibility with 3.2, where GodotTools uses an old Microsoft.Build.
frameworkRefAssembliesItem.AddMetadata("Version", "1.0.0");
frameworkRefAssembliesItem.AddMetadata("PrivateAssets", "All");
project.HasUnsavedChanges = true;
}
}
}

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@ -14,16 +14,6 @@ namespace GodotTools.Build
{
public static class BuildSystem
{
private static string GetMsBuildPath()
{
string msbuildPath = MsBuildFinder.FindMsBuild();
if (msbuildPath == null)
throw new FileNotFoundException("Cannot find the MSBuild executable.");
return msbuildPath;
}
private static string MonoWindowsBinDir
{
get
@ -46,8 +36,8 @@ namespace GodotTools.Build
{
if (OS.IsWindows)
{
return (BuildManager.BuildTool)EditorSettings.GetSetting("mono/builds/build_tool")
== BuildManager.BuildTool.MsBuildMono;
return (BuildTool)EditorSettings.GetSetting("mono/builds/build_tool")
== BuildTool.MsBuildMono;
}
return false;
@ -57,16 +47,21 @@ namespace GodotTools.Build
private static bool PrintBuildOutput =>
(bool)EditorSettings.GetSetting("mono/builds/print_build_output");
private static Process LaunchBuild(string solution, string config, string loggerOutputDir, IEnumerable<string> customProperties = null)
private static Process LaunchBuild(string solution, IEnumerable<string> targets, string config, string loggerOutputDir, IEnumerable<string> customProperties = null)
{
(string msbuildPath, BuildTool buildTool) = MsBuildFinder.FindMsBuild();
if (msbuildPath == null)
throw new FileNotFoundException("Cannot find the MSBuild executable.");
var customPropertiesList = new List<string>();
if (customProperties != null)
customPropertiesList.AddRange(customProperties);
string compilerArgs = BuildArguments(solution, config, loggerOutputDir, customPropertiesList);
string compilerArgs = BuildArguments(buildTool, solution, targets, config, loggerOutputDir, customPropertiesList);
var startInfo = new ProcessStartInfo(GetMsBuildPath(), compilerArgs);
var startInfo = new ProcessStartInfo(msbuildPath, compilerArgs);
bool redirectOutput = !IsDebugMsBuildRequested() && !PrintBuildOutput;
@ -90,7 +85,7 @@ namespace GodotTools.Build
// Needed when running from Developer Command Prompt for VS
RemovePlatformVariable(startInfo.EnvironmentVariables);
var process = new Process { StartInfo = startInfo };
var process = new Process {StartInfo = startInfo};
process.Start();
@ -105,19 +100,19 @@ namespace GodotTools.Build
public static int Build(BuildInfo buildInfo)
{
return Build(buildInfo.Solution, buildInfo.Configuration,
return Build(buildInfo.Solution, buildInfo.Targets, buildInfo.Configuration,
buildInfo.LogsDirPath, buildInfo.CustomProperties);
}
public static Task<int> BuildAsync(BuildInfo buildInfo)
{
return BuildAsync(buildInfo.Solution, buildInfo.Configuration,
return BuildAsync(buildInfo.Solution, buildInfo.Targets, buildInfo.Configuration,
buildInfo.LogsDirPath, buildInfo.CustomProperties);
}
public static int Build(string solution, string config, string loggerOutputDir, IEnumerable<string> customProperties = null)
public static int Build(string solution, string[] targets, string config, string loggerOutputDir, IEnumerable<string> customProperties = null)
{
using (var process = LaunchBuild(solution, config, loggerOutputDir, customProperties))
using (var process = LaunchBuild(solution, targets, config, loggerOutputDir, customProperties))
{
process.WaitForExit();
@ -125,9 +120,9 @@ namespace GodotTools.Build
}
}
public static async Task<int> BuildAsync(string solution, string config, string loggerOutputDir, IEnumerable<string> customProperties = null)
public static async Task<int> BuildAsync(string solution, IEnumerable<string> targets, string config, string loggerOutputDir, IEnumerable<string> customProperties = null)
{
using (var process = LaunchBuild(solution, config, loggerOutputDir, customProperties))
using (var process = LaunchBuild(solution, targets, config, loggerOutputDir, customProperties))
{
await process.WaitForExitAsync();
@ -135,10 +130,15 @@ namespace GodotTools.Build
}
}
private static string BuildArguments(string solution, string config, string loggerOutputDir, List<string> customProperties)
private static string BuildArguments(BuildTool buildTool, string solution, IEnumerable<string> targets, string config, string loggerOutputDir, IEnumerable<string> customProperties)
{
string arguments = $@"""{solution}"" /v:normal /t:Build ""/p:{"Configuration=" + config}"" " +
$@"""/l:{typeof(GodotBuildLogger).FullName},{GodotBuildLogger.AssemblyPath};{loggerOutputDir}""";
string arguments = string.Empty;
if (buildTool == BuildTool.DotnetCli)
arguments += "msbuild "; // `dotnet msbuild` command
arguments += $@"""{solution}"" /v:normal /t:{string.Join(",", targets)} ""/p:{"Configuration=" + config}"" " +
$@"""/l:{typeof(GodotBuildLogger).FullName},{GodotBuildLogger.AssemblyPath};{loggerOutputDir}""";
foreach (string customProperty in customProperties)
{

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@ -0,0 +1,10 @@
namespace GodotTools.Build
{
public enum BuildTool
{
MsBuildMono,
MsBuildVs,
JetBrainsMsBuild,
DotnetCli
}
}

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@ -17,16 +17,24 @@ namespace GodotTools.Build
private static string _msbuildToolsPath = string.Empty;
private static string _msbuildUnixPath = string.Empty;
public static string FindMsBuild()
public static (string, BuildTool) FindMsBuild()
{
var editorSettings = GodotSharpEditor.Instance.GetEditorInterface().GetEditorSettings();
var buildTool = (BuildManager.BuildTool)editorSettings.GetSetting("mono/builds/build_tool");
var buildTool = (BuildTool)editorSettings.GetSetting("mono/builds/build_tool");
if (OS.IsWindows)
{
switch (buildTool)
{
case BuildManager.BuildTool.MsBuildVs:
case BuildTool.DotnetCli:
{
string dotnetCliPath = OS.PathWhich("dotnet");
if (!string.IsNullOrEmpty(dotnetCliPath))
return (dotnetCliPath, BuildTool.DotnetCli);
GD.PushError("Cannot find dotnet CLI executable. Fallback to MSBuild from Visual Studio.");
goto case BuildTool.MsBuildVs;
}
case BuildTool.MsBuildVs:
{
if (string.IsNullOrEmpty(_msbuildToolsPath) || !File.Exists(_msbuildToolsPath))
{
@ -40,18 +48,18 @@ namespace GodotTools.Build
if (!_msbuildToolsPath.EndsWith("\\"))
_msbuildToolsPath += "\\";
return Path.Combine(_msbuildToolsPath, "MSBuild.exe");
return (Path.Combine(_msbuildToolsPath, "MSBuild.exe"), BuildTool.MsBuildVs);
}
case BuildManager.BuildTool.MsBuildMono:
case BuildTool.MsBuildMono:
{
string msbuildPath = Path.Combine(Internal.MonoWindowsInstallRoot, "bin", "msbuild.bat");
if (!File.Exists(msbuildPath))
throw new FileNotFoundException($"Cannot find executable for '{BuildManager.PropNameMSBuildMono}'. Tried with path: {msbuildPath}");
return msbuildPath;
return (msbuildPath, BuildTool.MsBuildMono);
}
case BuildManager.BuildTool.JetBrainsMsBuild:
case BuildTool.JetBrainsMsBuild:
{
var editorPath = (string)editorSettings.GetSetting(RiderPathManager.EditorPathSettingName);
@ -65,7 +73,7 @@ namespace GodotTools.Build
if (!File.Exists(msbuildPath))
throw new FileNotFoundException($"Cannot find executable for '{BuildManager.PropNameMSBuildJetBrains}'. Tried with path: {msbuildPath}");
return msbuildPath;
return (msbuildPath, BuildTool.JetBrainsMsBuild);
}
default:
throw new IndexOutOfRangeException("Invalid build tool in editor settings");
@ -74,21 +82,32 @@ namespace GodotTools.Build
if (OS.IsUnixLike)
{
if (buildTool == BuildManager.BuildTool.MsBuildMono)
switch (buildTool)
{
if (string.IsNullOrEmpty(_msbuildUnixPath) || !File.Exists(_msbuildUnixPath))
case BuildTool.DotnetCli:
{
// Try to search it again if it wasn't found last time or if it was removed from its location
_msbuildUnixPath = FindBuildEngineOnUnix("msbuild");
string dotnetCliPath = OS.PathWhich("dotnet");
if (!string.IsNullOrEmpty(dotnetCliPath))
return (dotnetCliPath, BuildTool.DotnetCli);
GD.PushError("Cannot find dotnet CLI executable. Fallback to MSBuild from Mono.");
goto case BuildTool.MsBuildMono;
}
case BuildTool.MsBuildMono:
{
if (string.IsNullOrEmpty(_msbuildUnixPath) || !File.Exists(_msbuildUnixPath))
{
// Try to search it again if it wasn't found last time or if it was removed from its location
_msbuildUnixPath = FindBuildEngineOnUnix("msbuild");
}
if (string.IsNullOrEmpty(_msbuildUnixPath))
throw new FileNotFoundException($"Cannot find binary for '{BuildManager.PropNameMSBuildMono}'");
if (string.IsNullOrEmpty(_msbuildUnixPath))
throw new FileNotFoundException($"Cannot find binary for '{BuildManager.PropNameMSBuildMono}'");
return _msbuildUnixPath;
return (_msbuildUnixPath, BuildTool.MsBuildMono);
}
default:
throw new IndexOutOfRangeException("Invalid build tool in editor settings");
}
throw new IndexOutOfRangeException("Invalid build tool in editor settings");
}
throw new PlatformNotSupportedException();

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@ -10,6 +10,7 @@ namespace GodotTools
public sealed class BuildInfo : Reference // TODO Remove Reference once we have proper serialization
{
public string Solution { get; }
public string[] Targets { get; }
public string Configuration { get; }
public Array<string> CustomProperties { get; } = new Array<string>(); // TODO Use List once we have proper serialization
@ -38,9 +39,10 @@ namespace GodotTools
{
}
public BuildInfo(string solution, string configuration)
public BuildInfo(string solution, string[] targets, string configuration)
{
Solution = solution;
Targets = targets;
Configuration = configuration;
}
}

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@ -18,17 +18,11 @@ namespace GodotTools
public const string PropNameMSBuildMono = "MSBuild (Mono)";
public const string PropNameMSBuildVs = "MSBuild (VS Build Tools)";
public const string PropNameMSBuildJetBrains = "MSBuild (JetBrains Rider)";
public const string PropNameDotnetCli = "dotnet CLI";
public const string MsBuildIssuesFileName = "msbuild_issues.csv";
public const string MsBuildLogFileName = "msbuild_log.txt";
public enum BuildTool
{
MsBuildMono,
MsBuildVs,
JetBrainsMsBuild
}
private static void RemoveOldIssuesFile(BuildInfo buildInfo)
{
var issuesFile = GetIssuesFilePath(buildInfo);
@ -181,10 +175,12 @@ namespace GodotTools
{
pr.Step("Building project solution", 0);
var buildInfo = new BuildInfo(GodotSharpDirs.ProjectSlnPath, config);
var buildInfo = new BuildInfo(GodotSharpDirs.ProjectSlnPath, targets: new[] {"Restore", "Build"}, config);
bool escapeNeedsDoubleBackslash = buildTool == BuildTool.MsBuildMono || buildTool == BuildTool.DotnetCli;
// Add Godot defines
string constants = buildTool != BuildTool.MsBuildMono ? "GodotDefineConstants=\"" : "GodotDefineConstants=\\\"";
string constants = !escapeNeedsDoubleBackslash ? "GodotDefineConstants=\"" : "GodotDefineConstants=\\\"";
foreach (var godotDefine in godotDefines)
constants += $"GODOT_{godotDefine.ToUpper().Replace("-", "_").Replace(" ", "_").Replace(";", "_")};";
@ -192,7 +188,7 @@ namespace GodotTools
if (Internal.GodotIsRealTDouble())
constants += "GODOT_REAL_T_IS_DOUBLE;";
constants += buildTool != BuildTool.MsBuildMono ? "\"" : "\\\"";
constants += !escapeNeedsDoubleBackslash ? "\"" : "\\\"";
buildInfo.CustomProperties.Add(constants);
@ -250,20 +246,44 @@ namespace GodotTools
{
// Build tool settings
var editorSettings = GodotSharpEditor.Instance.GetEditorInterface().GetEditorSettings();
var msbuild = BuildTool.MsBuildMono;
if (OS.IsWindows)
msbuild = RiderPathManager.IsExternalEditorSetToRider(editorSettings) ? BuildTool.JetBrainsMsBuild : BuildTool.MsBuildVs;
EditorDef("mono/builds/build_tool", msbuild);
BuildTool msbuildDefault;
if (OS.IsWindows)
{
if (RiderPathManager.IsExternalEditorSetToRider(editorSettings))
msbuildDefault = BuildTool.JetBrainsMsBuild;
else
msbuildDefault = !string.IsNullOrEmpty(OS.PathWhich("dotnet")) ? BuildTool.DotnetCli : BuildTool.MsBuildVs;
}
else
{
msbuildDefault = !string.IsNullOrEmpty(OS.PathWhich("dotnet")) ? BuildTool.DotnetCli : BuildTool.MsBuildMono;
}
EditorDef("mono/builds/build_tool", msbuildDefault);
string hintString;
if (OS.IsWindows)
{
hintString = $"{PropNameMSBuildMono}:{(int)BuildTool.MsBuildMono}," +
$"{PropNameMSBuildVs}:{(int)BuildTool.MsBuildVs}," +
$"{PropNameMSBuildJetBrains}:{(int)BuildTool.JetBrainsMsBuild}," +
$"{PropNameDotnetCli}:{(int)BuildTool.DotnetCli}";
}
else
{
hintString = $"{PropNameMSBuildMono}:{(int)BuildTool.MsBuildMono}," +
$"{PropNameDotnetCli}:{(int)BuildTool.DotnetCli}";
}
editorSettings.AddPropertyInfo(new Godot.Collections.Dictionary
{
["type"] = Godot.Variant.Type.Int,
["name"] = "mono/builds/build_tool",
["hint"] = Godot.PropertyHint.Enum,
["hint_string"] = OS.IsWindows ?
$"{PropNameMSBuildMono},{PropNameMSBuildVs},{PropNameMSBuildJetBrains}" :
$"{PropNameMSBuildMono}"
["hint_string"] = hintString
});
EditorDef("mono/builds/print_build_output", false);

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@ -461,6 +461,9 @@ namespace GodotTools
// Make sure the existing project has Api assembly references configured correctly
ProjectUtils.FixApiHintPath(msbuildProject);
// Make sure the existing project references the Microsoft.NETFramework.ReferenceAssemblies nuget package
ProjectUtils.EnsureHasNugetNetFrameworkRefAssemblies(msbuildProject);
if (msbuildProject.HasUnsavedChanges)
{
// Save a copy of the project before replacing it

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@ -17,6 +17,7 @@
</PropertyGroup>
<ItemGroup>
<PackageReference Include="JetBrains.Annotations" Version="2019.1.3.0" ExcludeAssets="runtime" PrivateAssets="all" />
<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies" Version="1.0.0" PrivateAssets="All" />
<PackageReference Include="Newtonsoft.Json" Version="12.0.3" />
<Reference Include="GodotSharp">
<HintPath>$(GodotApiAssembliesDir)/GodotSharp.dll</HintPath>

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@ -30,6 +30,7 @@
<ConsolePause>false</ConsolePause>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies" Version="1.0.0" PrivateAssets="All" />
<Reference Include="System" />
</ItemGroup>
<ItemGroup>

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@ -30,6 +30,7 @@
<ConsolePause>false</ConsolePause>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies" Version="1.0.0" PrivateAssets="All" />
<Reference Include="System" />
</ItemGroup>
<ItemGroup>