virtualx-engine/modules/mono/editor/csharp_project.cpp

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/*************************************************************************/
/* csharp_project.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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#include "csharp_project.h"
#include "core/io/json.h"
#include "core/os/dir_access.h"
#include "core/os/file_access.h"
#include "core/os/os.h"
#include "core/project_settings.h"
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#include "../csharp_script.h"
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#include "../mono_gd/gd_mono_class.h"
#include "../mono_gd/gd_mono_marshal.h"
#include "../utils/string_utils.h"
#include "script_class_parser.h"
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namespace CSharpProject {
String generate_core_api_project(const String &p_dir, const Vector<String> &p_files) {
_GDMONO_SCOPE_DOMAIN_(TOOLS_DOMAIN)
GDMonoClass *klass = GDMono::get_singleton()->get_editor_tools_assembly()->get_class("GodotSharpTools.Project", "ProjectGenerator");
Variant dir = p_dir;
Variant compile_items = p_files;
const Variant *args[2] = { &dir, &compile_items };
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MonoException *exc = NULL;
MonoObject *ret = klass->get_method("GenCoreApiProject", 2)->invoke(NULL, args, &exc);
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if (exc) {
Mono: Editor and export template dependencies and fixes - Bundle editor dependencies: - 'GodotSharp': Root data directory for the editor - 'Tools': Editor dependencies. Only GodotSharp.dll for now. - 'Api': Prebuilt GodotSharp and GodotSharpEditor API assemblies. - 'Mono': Mono files to bundle with the editor. - 'bin': (Optional, not used for now) Mono bin directory. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - 'lib/mono/4.5': Framework assemblies. - Added build option to copy the required files from the mono installation to 'GodotSharp/Mono'. Enable with 'copy_mono_root=yes'. Disabled by default. - Export template dependencies: - 'data_AppName'/'data_Godot': - 'Mono': Mono files to bundle with the game. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - The data directory is generated when compiling and must be bundled with the export templates. In the case of OSX, the data directory must be placed inside the 'osx.zip' export template. - In OSX, alternative location for directories (needed for app bundles) are: - 'data_AppName/Mono/etc' --> '../Resources/GodotSharp/Mono/etc' - 'data_AppName/Mono/lib' --> '../Frameworks/GodotSharp/Mono/lib' - The editor can bundle prebuilt API assemblies. - Generate them with a tools build by running: `--generate-cs-core-api <GodotSharp_OutputDir> --generate-cs-editor-api <GodotSharpEditor_OutputDir> <GodotSharp_OutputDir>/bin/Release/GodotSharp.dll` (This command will be simplified in the future and both projects will be in the same solution) - Build the solutions and copy the output files to '#bin/GodotSharp/Api'. - Fixed API assembly being added twice during the export process.
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GDMonoUtils::debug_print_unhandled_exception(exc);
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ERR_FAIL_V(String());
}
return ret ? GDMonoMarshal::mono_string_to_godot((MonoString *)ret) : String();
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}
String generate_editor_api_project(const String &p_dir, const String &p_core_proj_path, const Vector<String> &p_files) {
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_GDMONO_SCOPE_DOMAIN_(TOOLS_DOMAIN)
GDMonoClass *klass = GDMono::get_singleton()->get_editor_tools_assembly()->get_class("GodotSharpTools.Project", "ProjectGenerator");
Variant dir = p_dir;
Variant core_proj_path = p_core_proj_path;
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Variant compile_items = p_files;
const Variant *args[3] = { &dir, &core_proj_path, &compile_items };
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MonoException *exc = NULL;
MonoObject *ret = klass->get_method("GenEditorApiProject", 3)->invoke(NULL, args, &exc);
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if (exc) {
Mono: Editor and export template dependencies and fixes - Bundle editor dependencies: - 'GodotSharp': Root data directory for the editor - 'Tools': Editor dependencies. Only GodotSharp.dll for now. - 'Api': Prebuilt GodotSharp and GodotSharpEditor API assemblies. - 'Mono': Mono files to bundle with the editor. - 'bin': (Optional, not used for now) Mono bin directory. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - 'lib/mono/4.5': Framework assemblies. - Added build option to copy the required files from the mono installation to 'GodotSharp/Mono'. Enable with 'copy_mono_root=yes'. Disabled by default. - Export template dependencies: - 'data_AppName'/'data_Godot': - 'Mono': Mono files to bundle with the game. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - The data directory is generated when compiling and must be bundled with the export templates. In the case of OSX, the data directory must be placed inside the 'osx.zip' export template. - In OSX, alternative location for directories (needed for app bundles) are: - 'data_AppName/Mono/etc' --> '../Resources/GodotSharp/Mono/etc' - 'data_AppName/Mono/lib' --> '../Frameworks/GodotSharp/Mono/lib' - The editor can bundle prebuilt API assemblies. - Generate them with a tools build by running: `--generate-cs-core-api <GodotSharp_OutputDir> --generate-cs-editor-api <GodotSharpEditor_OutputDir> <GodotSharp_OutputDir>/bin/Release/GodotSharp.dll` (This command will be simplified in the future and both projects will be in the same solution) - Build the solutions and copy the output files to '#bin/GodotSharp/Api'. - Fixed API assembly being added twice during the export process.
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GDMonoUtils::debug_print_unhandled_exception(exc);
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ERR_FAIL_V(String());
}
return ret ? GDMonoMarshal::mono_string_to_godot((MonoString *)ret) : String();
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}
String generate_game_project(const String &p_dir, const String &p_name, const Vector<String> &p_files) {
_GDMONO_SCOPE_DOMAIN_(TOOLS_DOMAIN)
GDMonoClass *klass = GDMono::get_singleton()->get_editor_tools_assembly()->get_class("GodotSharpTools.Project", "ProjectGenerator");
Variant dir = p_dir;
Variant name = p_name;
Variant compile_items = p_files;
const Variant *args[3] = { &dir, &name, &compile_items };
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MonoException *exc = NULL;
MonoObject *ret = klass->get_method("GenGameProject", 3)->invoke(NULL, args, &exc);
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if (exc) {
Mono: Editor and export template dependencies and fixes - Bundle editor dependencies: - 'GodotSharp': Root data directory for the editor - 'Tools': Editor dependencies. Only GodotSharp.dll for now. - 'Api': Prebuilt GodotSharp and GodotSharpEditor API assemblies. - 'Mono': Mono files to bundle with the editor. - 'bin': (Optional, not used for now) Mono bin directory. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - 'lib/mono/4.5': Framework assemblies. - Added build option to copy the required files from the mono installation to 'GodotSharp/Mono'. Enable with 'copy_mono_root=yes'. Disabled by default. - Export template dependencies: - 'data_AppName'/'data_Godot': - 'Mono': Mono files to bundle with the game. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - The data directory is generated when compiling and must be bundled with the export templates. In the case of OSX, the data directory must be placed inside the 'osx.zip' export template. - In OSX, alternative location for directories (needed for app bundles) are: - 'data_AppName/Mono/etc' --> '../Resources/GodotSharp/Mono/etc' - 'data_AppName/Mono/lib' --> '../Frameworks/GodotSharp/Mono/lib' - The editor can bundle prebuilt API assemblies. - Generate them with a tools build by running: `--generate-cs-core-api <GodotSharp_OutputDir> --generate-cs-editor-api <GodotSharpEditor_OutputDir> <GodotSharp_OutputDir>/bin/Release/GodotSharp.dll` (This command will be simplified in the future and both projects will be in the same solution) - Build the solutions and copy the output files to '#bin/GodotSharp/Api'. - Fixed API assembly being added twice during the export process.
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GDMonoUtils::debug_print_unhandled_exception(exc);
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ERR_FAIL_V(String());
}
return ret ? GDMonoMarshal::mono_string_to_godot((MonoString *)ret) : String();
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}
void add_item(const String &p_project_path, const String &p_item_type, const String &p_include) {
if (!GLOBAL_DEF("mono/project/auto_update_project", true))
return;
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_GDMONO_SCOPE_DOMAIN_(TOOLS_DOMAIN)
GDMonoClass *klass = GDMono::get_singleton()->get_editor_tools_assembly()->get_class("GodotSharpTools.Project", "ProjectUtils");
Variant project_path = p_project_path;
Variant item_type = p_item_type;
Variant include = p_include;
const Variant *args[3] = { &project_path, &item_type, &include };
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MonoException *exc = NULL;
klass->get_method("AddItemToProjectChecked", 3)->invoke(NULL, args, &exc);
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if (exc) {
Mono: Editor and export template dependencies and fixes - Bundle editor dependencies: - 'GodotSharp': Root data directory for the editor - 'Tools': Editor dependencies. Only GodotSharp.dll for now. - 'Api': Prebuilt GodotSharp and GodotSharpEditor API assemblies. - 'Mono': Mono files to bundle with the editor. - 'bin': (Optional, not used for now) Mono bin directory. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - 'lib/mono/4.5': Framework assemblies. - Added build option to copy the required files from the mono installation to 'GodotSharp/Mono'. Enable with 'copy_mono_root=yes'. Disabled by default. - Export template dependencies: - 'data_AppName'/'data_Godot': - 'Mono': Mono files to bundle with the game. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - The data directory is generated when compiling and must be bundled with the export templates. In the case of OSX, the data directory must be placed inside the 'osx.zip' export template. - In OSX, alternative location for directories (needed for app bundles) are: - 'data_AppName/Mono/etc' --> '../Resources/GodotSharp/Mono/etc' - 'data_AppName/Mono/lib' --> '../Frameworks/GodotSharp/Mono/lib' - The editor can bundle prebuilt API assemblies. - Generate them with a tools build by running: `--generate-cs-core-api <GodotSharp_OutputDir> --generate-cs-editor-api <GodotSharpEditor_OutputDir> <GodotSharp_OutputDir>/bin/Release/GodotSharp.dll` (This command will be simplified in the future and both projects will be in the same solution) - Build the solutions and copy the output files to '#bin/GodotSharp/Api'. - Fixed API assembly being added twice during the export process.
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GDMonoUtils::debug_print_unhandled_exception(exc);
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ERR_FAIL();
}
}
Error generate_scripts_metadata(const String &p_project_path, const String &p_output_path) {
_GDMONO_SCOPE_DOMAIN_(TOOLS_DOMAIN)
if (FileAccess::exists(p_output_path)) {
DirAccessRef da = DirAccess::create(DirAccess::ACCESS_RESOURCES);
Error rm_err = da->remove(p_output_path);
ERR_EXPLAIN("Failed to remove old scripts metadata file");
ERR_FAIL_COND_V(rm_err != OK, rm_err);
}
GDMonoClass *project_utils = GDMono::get_singleton()->get_editor_tools_assembly()->get_class("GodotSharpTools.Project", "ProjectUtils");
void *args[2] = {
GDMonoMarshal::mono_string_from_godot(p_project_path),
GDMonoMarshal::mono_string_from_godot("Compile")
};
MonoException *exc = NULL;
MonoArray *ret = (MonoArray *)project_utils->get_method("GetIncludeFiles", 2)->invoke_raw(NULL, args, &exc);
if (exc) {
GDMonoUtils::debug_print_unhandled_exception(exc);
ERR_FAIL_V(FAILED);
}
PoolStringArray project_files = GDMonoMarshal::mono_array_to_PoolStringArray(ret);
PoolStringArray::Read r = project_files.read();
Dictionary old_dict = CSharpLanguage::get_singleton()->get_scripts_metadata_or_nothing();
Dictionary new_dict;
for (int i = 0; i < project_files.size(); i++) {
const String &project_file = ("res://" + r[i]).simplify_path();
uint64_t modified_time = FileAccess::get_modified_time(project_file);
const Variant *old_file_var = old_dict.getptr(project_file);
if (old_file_var) {
Dictionary old_file_dict = old_file_var->operator Dictionary();
if (old_file_dict["modified_time"].operator uint64_t() == modified_time) {
// No changes so no need to parse again
new_dict[project_file] = old_file_dict;
continue;
}
}
ScriptClassParser scp;
Error err = scp.parse_file(project_file);
if (err != OK) {
ERR_PRINTS("Parse error: " + scp.get_error());
ERR_EXPLAIN("Failed to determine namespace and class for script: " + project_file);
ERR_FAIL_V(err);
}
Vector<ScriptClassParser::ClassDecl> classes = scp.get_classes();
bool found = false;
Dictionary class_dict;
String search_name = project_file.get_file().get_basename();
for (int j = 0; j < classes.size(); j++) {
const ScriptClassParser::ClassDecl &class_decl = classes[j];
if (class_decl.base.size() == 0)
continue; // Does not inherit nor implement anything, so it can't be a script class
String class_cmp;
if (class_decl.nested) {
class_cmp = class_decl.name.get_slice(".", class_decl.name.get_slice_count(".") - 1);
} else {
class_cmp = class_decl.name;
}
if (class_cmp != search_name)
continue;
class_dict["namespace"] = class_decl.namespace_;
class_dict["class_name"] = class_decl.name;
class_dict["nested"] = class_decl.nested;
found = true;
break;
}
if (found) {
Dictionary file_dict;
file_dict["modified_time"] = modified_time;
file_dict["class"] = class_dict;
new_dict[project_file] = file_dict;
}
}
if (new_dict.size()) {
String json = JSON::print(new_dict, "", false);
String base_dir = p_output_path.get_base_dir();
if (!DirAccess::exists(base_dir)) {
DirAccessRef da = DirAccess::create(DirAccess::ACCESS_RESOURCES);
Error err = da->make_dir_recursive(base_dir);
ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
}
Error ferr;
FileAccess *f = FileAccess::open(p_output_path, FileAccess::WRITE, &ferr);
ERR_EXPLAIN("Cannot open file for writing: " + p_output_path);
ERR_FAIL_COND_V(ferr != OK, ferr);
f->store_string(json);
f->flush();
f->close();
memdelete(f);
}
return OK;
}
} // namespace CSharpProject