e4213e66b2
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
515 lines
17 KiB
C++
515 lines
17 KiB
C++
/*************************************************************************/
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/* godotsharp_builds.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "godotsharp_builds.h"
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#include "main/main.h"
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#include "../godotsharp_dirs.h"
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#include "../mono_gd/gd_mono.h"
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#include "../mono_gd/gd_mono_class.h"
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#include "../mono_gd/gd_mono_marshal.h"
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#include "../utils/path_utils.h"
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#include "bindings_generator.h"
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#include "godotsharp_editor.h"
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void godot_icall_BuildInstance_ExitCallback(MonoString *p_solution, MonoString *p_config, int p_exit_code) {
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String solution = GDMonoMarshal::mono_string_to_godot(p_solution);
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String config = GDMonoMarshal::mono_string_to_godot(p_config);
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GodotSharpBuilds::get_singleton()->build_exit_callback(MonoBuildInfo(solution, config), p_exit_code);
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}
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#ifdef UNIX_ENABLED
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String _find_build_engine_on_unix(const String &p_name) {
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String ret = path_which(p_name);
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if (ret.length())
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return ret;
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String ret_fallback = path_which(p_name + ".exe");
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if (ret_fallback.length())
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return ret_fallback;
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const char *locations[] = {
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#ifdef OSX_ENABLED
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"/Library/Frameworks/Mono.framework/Versions/Current/bin/",
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#endif
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"/opt/novell/mono/bin/"
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};
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for (int i = 0; i < sizeof(locations) / sizeof(const char *); i++) {
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String hint_path = locations[i] + p_name;
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if (FileAccess::exists(hint_path)) {
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return hint_path;
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}
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}
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return String();
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}
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#endif
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void godot_icall_BuildInstance_get_MSBuildInfo(MonoString **r_msbuild_path, MonoString **r_framework_path) {
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GodotSharpBuilds::BuildTool build_tool = GodotSharpBuilds::BuildTool(int(EditorSettings::get_singleton()->get("mono/builds/build_tool")));
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#if defined(WINDOWS_ENABLED)
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switch (build_tool) {
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case GodotSharpBuilds::MSBUILD: {
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static String msbuild_tools_path = MonoRegUtils::find_msbuild_tools_path();
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if (msbuild_tools_path.length()) {
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if (!msbuild_tools_path.ends_with("\\"))
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msbuild_tools_path += "\\";
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// FrameworkPathOverride
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const MonoRegInfo &mono_reg_info = GDMono::get_singleton()->get_mono_reg_info();
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if (mono_reg_info.assembly_dir.length()) {
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*r_msbuild_path = GDMonoMarshal::mono_string_from_godot(msbuild_tools_path + "MSBuild.exe");
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String framework_path = path_join(mono_reg_info.assembly_dir, "mono", "4.5");
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*r_framework_path = GDMonoMarshal::mono_string_from_godot(framework_path);
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} else {
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ERR_PRINT("Cannot find Mono's assemblies directory in the registry");
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}
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return;
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}
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if (OS::get_singleton()->is_stdout_verbose())
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OS::get_singleton()->print("Cannot find System's MSBuild. Trying with Mono's...\n");
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} // fall through
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case GodotSharpBuilds::MSBUILD_MONO: {
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String msbuild_path = GDMono::get_singleton()->get_mono_reg_info().bin_dir.plus_file("msbuild.bat");
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if (!FileAccess::exists(msbuild_path)) {
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WARN_PRINTS("Cannot find msbuild ('mono/builds/build_tool'). Tried with path: " + msbuild_path);
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}
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*r_msbuild_path = GDMonoMarshal::mono_string_from_godot(msbuild_path);
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return;
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} break;
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default:
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ERR_EXPLAIN("You don't deserve to live");
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CRASH_NOW();
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}
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#elif defined(UNIX_ENABLED)
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static String msbuild_path = _find_build_engine_on_unix("msbuild");
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static String xbuild_path = _find_build_engine_on_unix("xbuild");
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if (build_tool != GodotSharpBuilds::XBUILD) {
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if (msbuild_path.empty()) {
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WARN_PRINT("Cannot find msbuild ('mono/builds/build_tool').");
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return;
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}
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} else {
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if (xbuild_path.empty()) {
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WARN_PRINT("Cannot find xbuild ('mono/builds/build_tool').");
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return;
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}
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}
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*r_msbuild_path = GDMonoMarshal::mono_string_from_godot(build_tool != GodotSharpBuilds::XBUILD ? msbuild_path : xbuild_path);
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return;
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#else
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ERR_PRINT("Not implemented on this platform");
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return;
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#endif
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}
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void GodotSharpBuilds::_register_internal_calls() {
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mono_add_internal_call("GodotSharpTools.Build.BuildSystem::godot_icall_BuildInstance_ExitCallback", (void *)godot_icall_BuildInstance_ExitCallback);
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mono_add_internal_call("GodotSharpTools.Build.BuildInstance::godot_icall_BuildInstance_get_MSBuildInfo", (void *)godot_icall_BuildInstance_get_MSBuildInfo);
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}
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void GodotSharpBuilds::show_build_error_dialog(const String &p_message) {
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GodotSharpEditor::get_singleton()->show_error_dialog(p_message, "Build error");
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MonoBottomPanel::get_singleton()->show_build_tab();
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}
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bool GodotSharpBuilds::build_api_sln(const String &p_name, const String &p_api_sln_dir, const String &p_config) {
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String api_sln_file = p_api_sln_dir.plus_file(p_name + ".sln");
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String api_assembly_dir = p_api_sln_dir.plus_file("bin").plus_file(p_config);
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String api_assembly_file = api_assembly_dir.plus_file(p_name + ".dll");
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if (!FileAccess::exists(api_assembly_file)) {
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MonoBuildInfo api_build_info(api_sln_file, p_config);
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api_build_info.custom_props.push_back("NoWarn=1591"); // Ignore missing documentation warnings
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if (!GodotSharpBuilds::get_singleton()->build(api_build_info)) {
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show_build_error_dialog("Failed to build " + p_name + " solution.");
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return false;
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}
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}
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return true;
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}
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bool GodotSharpBuilds::copy_api_assembly(const String &p_src_dir, const String &p_dst_dir, const String &p_assembly_name) {
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String assembly_file = p_assembly_name + ".dll";
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String assembly_src = p_src_dir.plus_file(assembly_file);
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String assembly_dst = p_dst_dir.plus_file(assembly_file);
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if (!FileAccess::exists(assembly_dst) || FileAccess::get_modified_time(assembly_src) > FileAccess::get_modified_time(assembly_dst)) {
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DirAccess *da = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
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String xml_file = p_assembly_name + ".xml";
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if (da->copy(p_src_dir.plus_file(xml_file), p_dst_dir.plus_file(xml_file)) != OK)
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WARN_PRINTS("Failed to copy " + xml_file);
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String pdb_file = p_assembly_name + ".pdb";
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if (da->copy(p_src_dir.plus_file(pdb_file), p_dst_dir.plus_file(pdb_file)) != OK)
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WARN_PRINTS("Failed to copy " + pdb_file);
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Error err = da->copy(assembly_src, assembly_dst);
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memdelete(da);
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if (err != OK) {
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show_build_error_dialog("Failed to copy " API_ASSEMBLY_NAME ".dll");
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return false;
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}
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}
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return true;
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}
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bool GodotSharpBuilds::make_api_sln(GodotSharpBuilds::APIType p_api_type) {
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String api_name = p_api_type == API_CORE ? API_ASSEMBLY_NAME : EDITOR_API_ASSEMBLY_NAME;
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String api_build_config = "Release";
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EditorProgress pr("mono_build_release_" + api_name, "Building " + api_name + " solution...", 4);
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pr.step("Generating " + api_name + " solution");
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uint64_t core_hash = GDMono::get_singleton()->get_api_core_hash();
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uint64_t editor_hash = GDMono::get_singleton()->get_api_editor_hash();
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String core_api_sln_dir = GodotSharpDirs::get_mono_solutions_dir().plus_file(API_ASSEMBLY_NAME "_" + itos(core_hash));
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String editor_api_sln_dir = GodotSharpDirs::get_mono_solutions_dir().plus_file(EDITOR_API_ASSEMBLY_NAME "_" + itos(editor_hash));
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String api_sln_dir = p_api_type == API_CORE ? core_api_sln_dir : editor_api_sln_dir;
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String api_sln_file = api_sln_dir.plus_file(api_name + ".sln");
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if (!DirAccess::exists(api_sln_dir) || !FileAccess::exists(api_sln_file)) {
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String core_api_assembly;
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if (p_api_type == API_EDITOR) {
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core_api_assembly = core_api_sln_dir.plus_file("bin")
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.plus_file(api_build_config)
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.plus_file(API_ASSEMBLY_NAME ".dll");
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}
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#ifndef DEBUG_METHODS_ENABLED
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#error "How am I supposed to generate the bindings?"
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#endif
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BindingsGenerator *gen = BindingsGenerator::get_singleton();
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bool gen_verbose = OS::get_singleton()->is_stdout_verbose();
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Error err = p_api_type == API_CORE ?
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gen->generate_cs_core_project(api_sln_dir, gen_verbose) :
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gen->generate_cs_editor_project(api_sln_dir, core_api_assembly, gen_verbose);
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if (err != OK) {
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show_build_error_dialog("Failed to generate " + api_name + " solution. Error: " + itos(err));
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return false;
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}
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}
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pr.step("Building " + api_name + " solution");
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if (!GodotSharpBuilds::build_api_sln(api_name, api_sln_dir, api_build_config))
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return false;
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pr.step("Copying " + api_name + " assembly");
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String res_assemblies_dir = GodotSharpDirs::get_res_assemblies_dir();
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// Create assemblies directory if needed
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if (!DirAccess::exists(res_assemblies_dir)) {
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DirAccess *da = DirAccess::create_for_path(res_assemblies_dir);
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Error err = da->make_dir_recursive(res_assemblies_dir);
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memdelete(da);
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if (err != OK) {
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show_build_error_dialog("Failed to create assemblies directory. Error: " + itos(err));
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return false;
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}
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}
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// Copy the built assembly to the assemblies directory
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String api_assembly_dir = api_sln_dir.plus_file("bin").plus_file(api_build_config);
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if (!GodotSharpBuilds::copy_api_assembly(api_assembly_dir, res_assemblies_dir, api_name))
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return false;
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pr.step("Done");
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return true;
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}
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bool GodotSharpBuilds::build_project_blocking() {
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if (!FileAccess::exists(GodotSharpDirs::get_project_sln_path()))
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return true; // No solution to build
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if (!GodotSharpBuilds::make_api_sln(GodotSharpBuilds::API_CORE))
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return false;
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if (!GodotSharpBuilds::make_api_sln(GodotSharpBuilds::API_EDITOR))
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return false;
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EditorProgress pr("mono_project_debug_build", "Building project solution...", 2);
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pr.step("Building project solution");
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MonoBuildInfo build_info(GodotSharpDirs::get_project_sln_path(), "Tools");
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if (!GodotSharpBuilds::get_singleton()->build(build_info)) {
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GodotSharpBuilds::show_build_error_dialog("Failed to build project solution");
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return false;
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}
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pr.step("Done");
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return true;
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}
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GodotSharpBuilds *GodotSharpBuilds::singleton = NULL;
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void GodotSharpBuilds::build_exit_callback(const MonoBuildInfo &p_build_info, int p_exit_code) {
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BuildProcess *match = builds.getptr(p_build_info);
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ERR_FAIL_NULL(match);
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BuildProcess &bp = *match;
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bp.on_exit(p_exit_code);
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}
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void GodotSharpBuilds::restart_build(MonoBuildTab *p_build_tab) {
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}
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void GodotSharpBuilds::stop_build(MonoBuildTab *p_build_tab) {
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}
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bool GodotSharpBuilds::build(const MonoBuildInfo &p_build_info) {
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BuildProcess *match = builds.getptr(p_build_info);
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if (match) {
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BuildProcess &bp = *match;
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bp.start(true);
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return bp.exit_code == 0;
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} else {
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BuildProcess bp = BuildProcess(p_build_info);
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bp.start(true);
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builds.set(p_build_info, bp);
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return bp.exit_code == 0;
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}
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}
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bool GodotSharpBuilds::build_async(const MonoBuildInfo &p_build_info, GodotSharpBuild_ExitCallback p_callback) {
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BuildProcess *match = builds.getptr(p_build_info);
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if (match) {
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BuildProcess &bp = *match;
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bp.start();
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return !bp.exited; // failed to start
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} else {
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BuildProcess bp = BuildProcess(p_build_info, p_callback);
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bp.start();
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builds.set(p_build_info, bp);
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return !bp.exited; // failed to start
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}
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}
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GodotSharpBuilds::GodotSharpBuilds() {
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singleton = this;
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EditorNode::get_singleton()->add_build_callback(&GodotSharpBuilds::build_project_blocking);
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// Build tool settings
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EditorSettings *ed_settings = EditorSettings::get_singleton();
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#ifdef WINDOWS_ENABLED
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// TODO: Default to MSBUILD_MONO if its csc.exe issue is fixed in the installed mono version
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EDITOR_DEF("mono/builds/build_tool", MSBUILD);
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#else
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EDITOR_DEF("mono/builds/build_tool", MSBUILD_MONO);
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#endif
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ed_settings->add_property_hint(PropertyInfo(Variant::INT, "mono/builds/build_tool", PROPERTY_HINT_ENUM,
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#ifdef WINDOWS_ENABLED
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"MSBuild (Mono),MSBuild (System)"
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#else
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"MSBuild (Mono),xbuild (Deprecated)"
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#endif
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));
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}
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GodotSharpBuilds::~GodotSharpBuilds() {
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singleton = NULL;
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}
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void GodotSharpBuilds::BuildProcess::on_exit(int p_exit_code) {
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exited = true;
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exit_code = p_exit_code;
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build_tab->on_build_exit(p_exit_code == 0 ? MonoBuildTab::RESULT_SUCCESS : MonoBuildTab::RESULT_ERROR);
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build_instance.unref();
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if (exit_callback)
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exit_callback(exit_code);
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}
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void GodotSharpBuilds::BuildProcess::start(bool p_blocking) {
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_GDMONO_SCOPE_DOMAIN_(TOOLS_DOMAIN)
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exit_code = -1;
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String logs_dir = GodotSharpDirs::get_build_logs_dir().plus_file(build_info.solution.md5_text() + "_" + build_info.configuration);
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if (build_tab) {
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build_tab->on_build_start();
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} else {
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build_tab = memnew(MonoBuildTab(build_info, logs_dir));
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MonoBottomPanel::get_singleton()->add_build_tab(build_tab);
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}
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if (p_blocking) {
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// Required in order to update the build tasks list
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Main::iteration();
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}
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if (!exited) {
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exited = true;
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String message = "Tried to start build process, but it is already running";
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build_tab->on_build_exec_failed(message);
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ERR_EXPLAIN(message);
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ERR_FAIL();
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}
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exited = false;
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// Remove old issues file
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String issues_file = "msbuild_issues.csv";
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DirAccessRef d = DirAccess::create_for_path(logs_dir);
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if (d->file_exists(issues_file)) {
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Error err = d->remove(issues_file);
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if (err != OK) {
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exited = true;
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String file_path = ProjectSettings::get_singleton()->localize_path(logs_dir).plus_file(issues_file);
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String message = "Cannot remove issues file: " + file_path;
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build_tab->on_build_exec_failed(message);
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ERR_EXPLAIN(message);
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ERR_FAIL();
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}
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}
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GDMonoClass *klass = GDMono::get_singleton()->get_editor_tools_assembly()->get_class("GodotSharpTools.Build", "BuildInstance");
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MonoObject *mono_object = mono_object_new(mono_domain_get(), klass->get_mono_ptr());
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// Construct
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Variant solution = build_info.solution;
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Variant config = build_info.configuration;
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const Variant *ctor_args[2] = { &solution, &config };
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MonoObject *ex = NULL;
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GDMonoMethod *ctor = klass->get_method(".ctor", 2);
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ctor->invoke(mono_object, ctor_args, &ex);
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if (ex) {
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exited = true;
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String message = "The build constructor threw an exception.\n" + GDMonoUtils::get_exception_name_and_message(ex);
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build_tab->on_build_exec_failed(message);
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ERR_EXPLAIN(message);
|
|
ERR_FAIL();
|
|
}
|
|
|
|
// Call Build
|
|
|
|
Variant logger_assembly = OS::get_singleton()->get_executable_path().get_base_dir().plus_file(EDITOR_TOOLS_ASSEMBLY_NAME) + ".dll";
|
|
Variant logger_output_dir = logs_dir;
|
|
Variant custom_props = build_info.custom_props;
|
|
|
|
const Variant *args[3] = { &logger_assembly, &logger_output_dir, &custom_props };
|
|
|
|
ex = NULL;
|
|
GDMonoMethod *build_method = klass->get_method(p_blocking ? "Build" : "BuildAsync", 3);
|
|
build_method->invoke(mono_object, args, &ex);
|
|
|
|
if (ex) {
|
|
exited = true;
|
|
String message = "The build method threw an exception.\n" + GDMonoUtils::get_exception_name_and_message(ex);
|
|
build_tab->on_build_exec_failed(message);
|
|
ERR_EXPLAIN(message);
|
|
ERR_FAIL();
|
|
}
|
|
|
|
// Build returned
|
|
|
|
if (p_blocking) {
|
|
exited = true;
|
|
exit_code = klass->get_field("exitCode")->get_int_value(mono_object);
|
|
|
|
if (exit_code != 0 && OS::get_singleton()->is_stdout_verbose())
|
|
OS::get_singleton()->print(String("MSBuild finished with exit code " + itos(exit_code) + "\n").utf8());
|
|
|
|
build_tab->on_build_exit(exit_code == 0 ? MonoBuildTab::RESULT_SUCCESS : MonoBuildTab::RESULT_ERROR);
|
|
} else {
|
|
build_instance = MonoGCHandle::create_strong(mono_object);
|
|
exited = false;
|
|
}
|
|
}
|
|
|
|
GodotSharpBuilds::BuildProcess::BuildProcess(const MonoBuildInfo &p_build_info, GodotSharpBuild_ExitCallback p_callback) {
|
|
|
|
build_info = p_build_info;
|
|
build_tab = NULL;
|
|
exit_callback = p_callback;
|
|
exited = true;
|
|
exit_code = -1;
|
|
}
|