124fbf95f8
We will be progressively moving most code to C#. The plan is to only use Mono's embedding APIs to set things at launch. This will make it much easier to later support CoreCLR too which doesn't have rich embedding APIs. Additionally the code in C# is more maintainable and makes it easier to implement new features, e.g.: runtime codegen which we could use to avoid using reflection for marshaling everytime a field, property or method is accessed. SOME NOTES ON INTEROP We make the same assumptions as GDNative about the size of the Godot structures we use. We take it a bit further by also assuming the layout of fields in some cases, which is riskier but let's us squeeze out some performance by avoiding unnecessary managed to native calls. Code that deals with native structs is less safe than before as there's no RAII and copy constructors in C#. It's like using the GDNative C API directly. One has to take special care to free values they own. Perhaps we could use roslyn analyzers to check this, but I don't know any that uses attributes to determine what's owned or borrowed. As to why we maily use pointers for native structs instead of ref/out: - AFAIK (and confirmed with a benchmark) ref/out are pinned during P/Invoke calls and that has a cost. - Native struct fields can't be ref/out in the first place. - A `using` local can't be passed as ref/out, only `in`. Calling a method or property on an `in` value makes a silent copy, so we want to avoid `in`. REGARDING THE BUILD SYSTEM There's no longer a `mono_glue=yes/no` SCons options. We no longer need to build with `mono_glue=no`, generate the glue and then build again with `mono_glue=yes`. We build only once and generate the glue (which is in C# now). However, SCons no longer builds the C# projects for us. Instead one must run `build_assemblies.py`, e.g.: ```sh %godot_src_root%/modules/mono/build_scripts/build_assemblies.py \ --godot-output-dir=%godot_src_root%/bin \ --godot-target=release_debug` ``` We could turn this into a custom build target, but I don't know how to do that with SCons (it's possible with Meson). OTHER NOTES Most of the moved code doesn't follow the C# naming convention and still has the word Mono in the names despite no longer dealing with Mono's embedding APIs. This is just temporary while transitioning, to make it easier to understand what was moved where.
307 lines
9.6 KiB
Python
Executable File
307 lines
9.6 KiB
Python
Executable File
#!/usr/bin/python3
|
|
|
|
import os
|
|
import os.path
|
|
import shlex
|
|
import subprocess
|
|
from dataclasses import dataclass
|
|
|
|
|
|
def find_dotnet_cli():
|
|
if os.name == "nt":
|
|
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_standalone_windows():
|
|
msbuild_tools_path = find_msbuild_tools_path_reg()
|
|
|
|
if msbuild_tools_path:
|
|
return os.path.join(msbuild_tools_path, "MSBuild.exe")
|
|
|
|
return None
|
|
|
|
|
|
def find_msbuild_mono_windows(mono_prefix):
|
|
assert mono_prefix is not None
|
|
|
|
mono_bin_dir = os.path.join(mono_prefix, "bin")
|
|
msbuild_mono = os.path.join(mono_bin_dir, "msbuild.bat")
|
|
|
|
if os.path.isfile(msbuild_mono):
|
|
return msbuild_mono
|
|
|
|
return None
|
|
|
|
|
|
def find_msbuild_mono_unix():
|
|
import sys
|
|
|
|
hint_dirs = []
|
|
if sys.platform == "darwin":
|
|
hint_dirs[:0] = [
|
|
"/Library/Frameworks/Mono.framework/Versions/Current/bin",
|
|
"/usr/local/var/homebrew/linked/mono/bin",
|
|
]
|
|
|
|
for hint_dir in hint_dirs:
|
|
hint_path = os.path.join(hint_dir, "msbuild")
|
|
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, "msbuild")
|
|
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_msbuild_tools_path_reg():
|
|
import subprocess
|
|
|
|
program_files = os.getenv("PROGRAMFILES(X86)")
|
|
if not program_files:
|
|
program_files = os.getenv("PROGRAMFILES")
|
|
vswhere = os.path.join(program_files, "Microsoft Visual Studio", "Installer", "vswhere.exe")
|
|
|
|
vswhere_args = ["-latest", "-products", "*", "-requires", "Microsoft.Component.MSBuild"]
|
|
|
|
try:
|
|
lines = subprocess.check_output([vswhere] + vswhere_args).splitlines()
|
|
|
|
for line in lines:
|
|
parts = line.decode("utf-8").split(":", 1)
|
|
|
|
if len(parts) < 2 or parts[0] != "installationPath":
|
|
continue
|
|
|
|
val = parts[1].strip()
|
|
|
|
if not val:
|
|
raise ValueError("Value of `installationPath` entry is empty")
|
|
|
|
# Since VS2019, the directory is simply named "Current"
|
|
msbuild_dir = os.path.join(val, "MSBuild", "Current", "Bin")
|
|
if os.path.isdir(msbuild_dir):
|
|
return msbuild_dir
|
|
|
|
# Directory name "15.0" is used in VS 2017
|
|
return os.path.join(val, "MSBuild", "15.0", "Bin")
|
|
|
|
raise ValueError("Cannot find `installationPath` entry")
|
|
except ValueError as e:
|
|
print("Error reading output from vswhere: " + str(e))
|
|
except OSError:
|
|
pass # Fine, vswhere not found
|
|
except (subprocess.CalledProcessError, OSError):
|
|
pass
|
|
|
|
|
|
@dataclass
|
|
class ToolsLocation:
|
|
dotnet_cli: str = ""
|
|
msbuild_standalone: str = ""
|
|
msbuild_mono: str = ""
|
|
mono_bin_dir: str = ""
|
|
|
|
|
|
def find_any_msbuild_tool(mono_prefix):
|
|
# Preference order: dotnet CLI > Standalone MSBuild > Mono's MSBuild
|
|
|
|
# Find dotnet CLI
|
|
dotnet_cli = find_dotnet_cli()
|
|
if dotnet_cli:
|
|
return ToolsLocation(dotnet_cli=dotnet_cli)
|
|
|
|
# Find standalone MSBuild
|
|
if os.name == "nt":
|
|
msbuild_standalone = find_msbuild_standalone_windows()
|
|
if msbuild_standalone:
|
|
return ToolsLocation(msbuild_standalone=msbuild_standalone)
|
|
|
|
if mono_prefix:
|
|
# Find Mono's MSBuild
|
|
if os.name == "nt":
|
|
msbuild_mono = find_msbuild_mono_windows(mono_prefix)
|
|
if msbuild_mono:
|
|
return ToolsLocation(msbuild_mono=msbuild_mono)
|
|
else:
|
|
msbuild_mono = find_msbuild_mono_unix()
|
|
if msbuild_mono:
|
|
return ToolsLocation(msbuild_mono=msbuild_mono)
|
|
|
|
return None
|
|
|
|
|
|
def run_msbuild(tools: ToolsLocation, sln: str, msbuild_args: [str] = None):
|
|
if msbuild_args is None:
|
|
msbuild_args = []
|
|
|
|
using_msbuild_mono = False
|
|
|
|
# Preference order: dotnet CLI > Standalone MSBuild > Mono's MSBuild
|
|
if tools.dotnet_cli:
|
|
args = [tools.dotnet_cli, "msbuild"]
|
|
elif tools.msbuild_standalone:
|
|
args = [tools.msbuild_standalone]
|
|
elif tools.msbuild_mono:
|
|
args = [tools.msbuild_mono]
|
|
using_msbuild_mono = True
|
|
else:
|
|
raise RuntimeError("Path to MSBuild or dotnet CLI not provided.")
|
|
|
|
args += [sln]
|
|
|
|
if len(msbuild_args) > 0:
|
|
args += msbuild_args
|
|
|
|
print("Running MSBuild: ", " ".join(shlex.quote(arg) for arg in args), flush=True)
|
|
|
|
msbuild_env = os.environ.copy()
|
|
|
|
# Needed when running from Developer Command Prompt for VS
|
|
if "PLATFORM" in msbuild_env:
|
|
del msbuild_env["PLATFORM"]
|
|
|
|
if using_msbuild_mono:
|
|
# The (Csc/Vbc/Fsc)ToolExe environment variables are required when
|
|
# building with Mono's MSBuild. They must point to the batch files
|
|
# in Mono's bin directory to make sure they are executed with Mono.
|
|
msbuild_env.update(
|
|
{
|
|
"CscToolExe": os.path.join(tools.mono_bin_dir, "csc.bat"),
|
|
"VbcToolExe": os.path.join(tools.mono_bin_dir, "vbc.bat"),
|
|
"FscToolExe": os.path.join(tools.mono_bin_dir, "fsharpc.bat"),
|
|
}
|
|
)
|
|
|
|
return subprocess.call(args, env=msbuild_env)
|
|
|
|
|
|
def build_godot_api(msbuild_tool, module_dir, output_dir):
|
|
target_filenames = [
|
|
"GodotSharp.dll",
|
|
"GodotSharp.pdb",
|
|
"GodotSharp.xml",
|
|
"GodotSharpEditor.dll",
|
|
"GodotSharpEditor.pdb",
|
|
"GodotSharpEditor.xml",
|
|
]
|
|
|
|
for build_config in ["Debug", "Release"]:
|
|
editor_api_dir = os.path.join(output_dir, "GodotSharp", "Api", build_config)
|
|
|
|
targets = [os.path.join(editor_api_dir, filename) for filename in target_filenames]
|
|
|
|
sln = os.path.join(module_dir, "glue/GodotSharp/GodotSharp.sln")
|
|
exit_code = run_msbuild(
|
|
msbuild_tool,
|
|
sln=sln,
|
|
msbuild_args=["/restore", "/t:Build", "/p:Configuration=" + build_config, "/p:NoWarn=1591"],
|
|
)
|
|
if exit_code != 0:
|
|
return exit_code
|
|
|
|
# Copy targets
|
|
|
|
core_src_dir = os.path.abspath(os.path.join(sln, os.pardir, "GodotSharp", "bin", build_config))
|
|
editor_src_dir = os.path.abspath(os.path.join(sln, os.pardir, "GodotSharpEditor", "bin", build_config))
|
|
|
|
if not os.path.isdir(editor_api_dir):
|
|
assert not os.path.isfile(editor_api_dir)
|
|
os.makedirs(editor_api_dir)
|
|
|
|
def copy_target(target_path):
|
|
from shutil import copy
|
|
|
|
filename = os.path.basename(target_path)
|
|
|
|
src_path = os.path.join(core_src_dir, filename)
|
|
if not os.path.isfile(src_path):
|
|
src_path = os.path.join(editor_src_dir, filename)
|
|
|
|
print(f"Copying assembly to {target_path}...")
|
|
copy(src_path, target_path)
|
|
|
|
for scons_target in targets:
|
|
copy_target(scons_target)
|
|
|
|
return 0
|
|
|
|
|
|
def build_all(msbuild_tool, module_dir, output_dir, dev_debug, godot_platform):
|
|
# Godot API
|
|
exit_code = build_godot_api(msbuild_tool, module_dir, output_dir)
|
|
if exit_code != 0:
|
|
return exit_code
|
|
|
|
# GodotTools
|
|
sln = os.path.join(module_dir, "editor/GodotTools/GodotTools.sln")
|
|
args = ["/restore", "/t:Build", "/p:Configuration=" + ("Debug" if dev_debug else "Release")] + (
|
|
["/p:GodotPlatform=" + godot_platform] if godot_platform else []
|
|
)
|
|
exit_code = run_msbuild(msbuild_tool, sln=sln, msbuild_args=args)
|
|
if exit_code != 0:
|
|
return exit_code
|
|
|
|
# Godot.NET.Sdk
|
|
sln = os.path.join(module_dir, "editor/Godot.NET.Sdk/Godot.NET.Sdk.sln")
|
|
exit_code = run_msbuild(msbuild_tool, sln=sln, msbuild_args=["/restore", "/t:Build", "/p:Configuration=Release"])
|
|
if exit_code != 0:
|
|
return exit_code
|
|
|
|
return 0
|
|
|
|
|
|
def main():
|
|
import argparse
|
|
import sys
|
|
|
|
parser = argparse.ArgumentParser(description="Builds all Godot .NET solutions")
|
|
parser.add_argument("--godot-output-dir", type=str, required=True)
|
|
parser.add_argument(
|
|
"--dev-debug",
|
|
action="store_true",
|
|
default=False,
|
|
help="Build GodotTools and Godot.NET.Sdk with 'Configuration=Debug'",
|
|
)
|
|
parser.add_argument("--godot-platform", type=str, default="")
|
|
parser.add_argument("--mono-prefix", type=str, default="")
|
|
|
|
args = parser.parse_args()
|
|
|
|
this_script_dir = os.path.dirname(os.path.realpath(__file__))
|
|
module_dir = os.path.abspath(os.path.join(this_script_dir, os.pardir))
|
|
|
|
output_dir = os.path.abspath(args.godot_output_dir)
|
|
|
|
msbuild_tool = find_any_msbuild_tool(args.mono_prefix)
|
|
|
|
if msbuild_tool is None:
|
|
print("Unable to find MSBuild")
|
|
sys.exit(1)
|
|
|
|
exit_code = build_all(msbuild_tool, module_dir, output_dir, args.godot_platform, args.dev_debug)
|
|
sys.exit(exit_code)
|
|
|
|
|
|
if __name__ == "__main__":
|
|
main()
|