C#: Fallback to CoreCLR/MonoVM hosting APIs when hostfxr/NativeAOT fails

Some platforms don't support hostfxr but we can use the coreclr/monosgen library directly to initialize the runtime.

Android exports now use the `android` runtime identifier instead of `linux-bionic`, this removes the restrictions we previously had:
- Adds support for all Android architectures (arm32, arm64, x32, and x64), previously only the 64-bit architectures were supported.
- Loads `System.Security.Cryptography.Native.Android` (the .NET library that binds to the Android OS crypto functions).
This commit is contained in:
Raul Santos 2024-02-09 17:26:53 +01:00
parent a75bacebef
commit 0aa46e19c5
No known key found for this signature in database
GPG key ID: B532473AE3A803E4
14 changed files with 301 additions and 41 deletions

View file

@ -229,6 +229,10 @@ bool EditorExportPlugin::supports_platform(const Ref<EditorExportPlatform> &p_ex
return ret;
}
PackedStringArray EditorExportPlugin::get_export_features(const Ref<EditorExportPlatform> &p_export_platform, bool p_debug) const {
return _get_export_features(p_export_platform, p_debug);
}
PackedStringArray EditorExportPlugin::get_android_dependencies(const Ref<EditorExportPlatform> &p_export_platform, bool p_debug) const {
PackedStringArray ret;
GDVIRTUAL_CALL(_get_android_dependencies, p_export_platform, p_debug, ret);

View file

@ -166,6 +166,7 @@ public:
virtual String get_name() const;
virtual bool supports_platform(const Ref<EditorExportPlatform> &p_export_platform) const;
PackedStringArray get_export_features(const Ref<EditorExportPlatform> &p_export_platform, bool p_debug) const;
virtual PackedStringArray get_android_dependencies(const Ref<EditorExportPlatform> &p_export_platform, bool p_debug) const;
virtual PackedStringArray get_android_dependencies_maven_repos(const Ref<EditorExportPlatform> &p_export_platform, bool p_debug) const;

View file

@ -30,6 +30,7 @@
<None Include="$(GodotSdkPackageVersionsFilePath)" Pack="true" PackagePath="Sdk">
<Link>Sdk\SdkPackageVersions.props</Link>
</None>
<None Include="Sdk\Android.props" Pack="true" PackagePath="Sdk" />
<None Include="Sdk\iOSNativeAOT.props" Pack="true" PackagePath="Sdk" />
<None Include="Sdk\iOSNativeAOT.targets" Pack="true" PackagePath="Sdk" />
</ItemGroup>

View file

@ -0,0 +1,5 @@
<Project>
<PropertyGroup>
<UseMonoRuntime Condition=" '$(UseMonoRuntime)' == '' and '$(PublishAot)' != 'true' ">true</UseMonoRuntime>
</PropertyGroup>
</Project>

View file

@ -112,5 +112,6 @@
<DefineConstants>$(GodotDefineConstants);$(DefineConstants)</DefineConstants>
</PropertyGroup>
<Import Project="$(MSBuildThisFileDirectory)\Android.props" Condition=" '$(GodotTargetPlatform)' == 'android' " />
<Import Project="$(MSBuildThisFileDirectory)\iOSNativeAOT.props" Condition=" '$(GodotTargetPlatform)' == 'ios' " />
</Project>

View file

@ -245,7 +245,6 @@ namespace GodotTools.Export
{
publishOutputDir = Path.Combine(GodotSharpDirs.ProjectBaseOutputPath, "godot-publish-dotnet",
$"{buildConfig}-{runtimeIdentifier}");
}
outputPaths.Add(publishOutputDir);
@ -322,6 +321,30 @@ namespace GodotTools.Export
{
if (embedBuildResults)
{
if (platform == OS.Platforms.Android)
{
if (IsSharedObject(Path.GetFileName(path)))
{
AddSharedObject(path, tags: new string[] { arch },
Path.Join(projectDataDirName,
Path.GetRelativePath(publishOutputDir,
Path.GetDirectoryName(path)!)));
return;
}
static bool IsSharedObject(string fileName)
{
if (fileName.EndsWith(".so") || fileName.EndsWith(".a")
|| fileName.EndsWith(".jar") || fileName.EndsWith(".dex"))
{
return true;
}
return false;
}
}
string filePath = SanitizeSlashes(Path.GetRelativePath(publishOutputDir, path));
byte[] fileData = File.ReadAllBytes(path);
string hash = Convert.ToBase64String(SHA512.HashData(fileData));

View file

@ -61,6 +61,14 @@ hostfxr_initialize_for_runtime_config_fn hostfxr_initialize_for_runtime_config =
hostfxr_get_runtime_delegate_fn hostfxr_get_runtime_delegate = nullptr;
hostfxr_close_fn hostfxr_close = nullptr;
#ifndef TOOLS_ENABLED
typedef int(CORECLR_DELEGATE_CALLTYPE *coreclr_create_delegate_fn)(void *hostHandle, unsigned int domainId, const char *entryPointAssemblyName, const char *entryPointTypeName, const char *entryPointMethodName, void **delegate);
typedef int(CORECLR_DELEGATE_CALLTYPE *coreclr_initialize_fn)(const char *exePath, const char *appDomainFriendlyName, int propertyCount, const char **propertyKeys, const char **propertyValues, void **hostHandle, unsigned int *domainId);
coreclr_create_delegate_fn coreclr_create_delegate = nullptr;
coreclr_initialize_fn coreclr_initialize = nullptr;
#endif
#ifdef _WIN32
static_assert(sizeof(char_t) == sizeof(char16_t));
using HostFxrCharString = Char16String;
@ -142,6 +150,56 @@ String find_hostfxr() {
#endif
}
#ifndef TOOLS_ENABLED
String find_monosgen() {
#if defined(ANDROID_ENABLED)
// Android includes all native libraries in the libs directory of the APK
// so we assume it exists and use only the name to dlopen it.
return "libmonosgen-2.0.so";
#else
#if defined(WINDOWS_ENABLED)
String probe_path = GodotSharpDirs::get_api_assemblies_dir()
.path_join("monosgen-2.0.dll");
#elif defined(MACOS_ENABLED)
String probe_path = GodotSharpDirs::get_api_assemblies_dir()
.path_join("libmonosgen-2.0.dylib");
#elif defined(UNIX_ENABLED)
String probe_path = GodotSharpDirs::get_api_assemblies_dir()
.path_join("libmonosgen-2.0.so");
#else
#error "Platform not supported (yet?)"
#endif
if (FileAccess::exists(probe_path)) {
return probe_path;
}
return String();
#endif
}
String find_coreclr() {
#if defined(WINDOWS_ENABLED)
String probe_path = GodotSharpDirs::get_api_assemblies_dir()
.path_join("coreclr.dll");
#elif defined(MACOS_ENABLED)
String probe_path = GodotSharpDirs::get_api_assemblies_dir()
.path_join("libcoreclr.dylib");
#elif defined(UNIX_ENABLED)
String probe_path = GodotSharpDirs::get_api_assemblies_dir()
.path_join("libcoreclr.so");
#else
#error "Platform not supported (yet?)"
#endif
if (FileAccess::exists(probe_path)) {
return probe_path;
}
return String();
}
#endif
bool load_hostfxr(void *&r_hostfxr_dll_handle) {
String hostfxr_path = find_hostfxr();
@ -182,6 +240,47 @@ bool load_hostfxr(void *&r_hostfxr_dll_handle) {
hostfxr_close);
}
#ifndef TOOLS_ENABLED
bool load_coreclr(void *&r_coreclr_dll_handle) {
String coreclr_path = find_coreclr();
bool is_monovm = false;
if (coreclr_path.is_empty()) {
// Fallback to MonoVM (should have the same API as CoreCLR).
coreclr_path = find_monosgen();
is_monovm = true;
}
if (coreclr_path.is_empty()) {
return false;
}
const String coreclr_name = is_monovm ? "monosgen" : "coreclr";
print_verbose("Found " + coreclr_name + ": " + coreclr_path);
Error err = OS::get_singleton()->open_dynamic_library(coreclr_path, r_coreclr_dll_handle);
if (err != OK) {
return false;
}
void *lib = r_coreclr_dll_handle;
void *symbol = nullptr;
err = OS::get_singleton()->get_dynamic_library_symbol_handle(lib, "coreclr_initialize", symbol);
ERR_FAIL_COND_V(err != OK, false);
coreclr_initialize = (coreclr_initialize_fn)symbol;
err = OS::get_singleton()->get_dynamic_library_symbol_handle(lib, "coreclr_create_delegate", symbol);
ERR_FAIL_COND_V(err != OK, false);
coreclr_create_delegate = (coreclr_create_delegate_fn)symbol;
return (coreclr_initialize &&
coreclr_create_delegate);
}
#endif
#ifdef TOOLS_ENABLED
load_assembly_and_get_function_pointer_fn initialize_hostfxr_for_config(const char_t *p_config_path) {
hostfxr_handle cxt = nullptr;
@ -339,6 +438,56 @@ godot_plugins_initialize_fn try_load_native_aot_library(void *&r_aot_dll_handle)
}
#endif
#ifndef TOOLS_ENABLED
String make_tpa_list() {
String tpa_list;
#if defined(WINDOWS_ENABLED)
String separator = ";";
#else
String separator = ":";
#endif
String assemblies_dir = GodotSharpDirs::get_api_assemblies_dir();
PackedStringArray files = DirAccess::get_files_at(assemblies_dir);
for (const String &file : files) {
tpa_list += assemblies_dir.path_join(file);
tpa_list += separator;
}
return tpa_list;
}
godot_plugins_initialize_fn initialize_coreclr_and_godot_plugins(bool &r_runtime_initialized) {
godot_plugins_initialize_fn godot_plugins_initialize = nullptr;
String assembly_name = path::get_csharp_project_name();
String tpa_list = make_tpa_list();
const char *prop_keys[] = { HOSTFXR_STR("TRUSTED_PLATFORM_ASSEMBLIES") };
const char *prop_values[] = { get_data(str_to_hostfxr(tpa_list)) };
int nprops = sizeof(prop_keys) / sizeof(prop_keys[0]);
void *coreclr_handle = nullptr;
unsigned int domain_id = 0;
int rc = coreclr_initialize(nullptr, nullptr, nprops, (const char **)&prop_keys, (const char **)&prop_values, &coreclr_handle, &domain_id);
ERR_FAIL_COND_V_MSG(rc != 0, nullptr, ".NET: Failed to initialize CoreCLR.");
r_runtime_initialized = true;
print_verbose(".NET: CoreCLR initialized");
coreclr_create_delegate(coreclr_handle, domain_id,
get_data(str_to_hostfxr(assembly_name)),
HOSTFXR_STR("GodotPlugins.Game.Main"),
HOSTFXR_STR("InitializeFromGameProject"),
(void **)&godot_plugins_initialize);
ERR_FAIL_NULL_V_MSG(godot_plugins_initialize, nullptr, ".NET: Failed to get GodotPlugins initialization function pointer");
return godot_plugins_initialize;
}
#endif
} // namespace
bool GDMono::should_initialize() {
@ -382,14 +531,21 @@ void GDMono::initialize() {
}
#endif
if (!load_hostfxr(hostfxr_dll_handle)) {
if (load_hostfxr(hostfxr_dll_handle)) {
godot_plugins_initialize = initialize_hostfxr_and_godot_plugins(runtime_initialized);
ERR_FAIL_NULL(godot_plugins_initialize);
} else {
#if !defined(TOOLS_ENABLED)
godot_plugins_initialize = try_load_native_aot_library(hostfxr_dll_handle);
if (godot_plugins_initialize != nullptr) {
is_native_aot = true;
runtime_initialized = true;
if (load_coreclr(coreclr_dll_handle)) {
godot_plugins_initialize = initialize_coreclr_and_godot_plugins(runtime_initialized);
} else {
godot_plugins_initialize = try_load_native_aot_library(hostfxr_dll_handle);
if (godot_plugins_initialize != nullptr) {
runtime_initialized = true;
}
}
if (godot_plugins_initialize == nullptr) {
ERR_FAIL_MSG(".NET: Failed to load hostfxr");
}
#else
@ -400,11 +556,6 @@ void GDMono::initialize() {
#endif
}
if (!is_native_aot) {
godot_plugins_initialize = initialize_hostfxr_and_godot_plugins(runtime_initialized);
ERR_FAIL_NULL(godot_plugins_initialize);
}
int32_t interop_funcs_size = 0;
const void **interop_funcs = godotsharp::get_runtime_interop_funcs(interop_funcs_size);
@ -553,6 +704,9 @@ GDMono::~GDMono() {
if (hostfxr_dll_handle) {
OS::get_singleton()->close_dynamic_library(hostfxr_dll_handle);
}
if (coreclr_dll_handle) {
OS::get_singleton()->close_dynamic_library(coreclr_dll_handle);
}
finalizing_scripts_domain = false;
runtime_initialized = false;

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@ -64,7 +64,7 @@ class GDMono {
bool finalizing_scripts_domain = false;
void *hostfxr_dll_handle = nullptr;
bool is_native_aot = false;
void *coreclr_dll_handle = nullptr;
String project_assembly_path;
uint64_t project_assembly_modified_time = 0;

View file

@ -2381,19 +2381,6 @@ bool EditorExportPlatformAndroid::has_valid_export_configuration(const Ref<Edito
#ifdef MODULE_MONO_ENABLED
// Android export is still a work in progress, keep a message as a warning.
err += TTR("Exporting to Android when using C#/.NET is experimental.") + "\n";
bool unsupported_arch = false;
Vector<ABI> enabled_abis = get_enabled_abis(p_preset);
for (ABI abi : enabled_abis) {
if (abi.arch != "arm64" && abi.arch != "x86_64") {
err += vformat(TTR("Android architecture %s not supported in C# projects."), abi.arch) + "\n";
unsupported_arch = true;
}
}
if (unsupported_arch) {
r_error = err;
return false;
}
#endif
// Look for export templates (first official, and if defined custom templates).
@ -3201,6 +3188,7 @@ Error EditorExportPlatformAndroid::export_project_helper(const Ref<EditorExportP
PluginConfigAndroid::get_plugins_custom_maven_repos(enabled_plugins, android_dependencies_maven_repos);
#endif // DISABLE_DEPRECATED
bool has_dotnet_project = false;
Vector<Ref<EditorExportPlugin>> export_plugins = EditorExport::get_singleton()->get_export_plugins();
for (int i = 0; i < export_plugins.size(); i++) {
if (export_plugins[i]->supports_platform(Ref<EditorExportPlatform>(this))) {
@ -3218,6 +3206,11 @@ Error EditorExportPlatformAndroid::export_project_helper(const Ref<EditorExportP
PackedStringArray export_plugin_android_dependencies_maven_repos = export_plugins[i]->get_android_dependencies_maven_repos(Ref<EditorExportPlatform>(this), p_debug);
android_dependencies_maven_repos.append_array(export_plugin_android_dependencies_maven_repos);
}
PackedStringArray features = export_plugins[i]->get_export_features(Ref<EditorExportPlatform>(this), p_debug);
if (features.has("dotnet")) {
has_dotnet_project = true;
}
}
bool clean_build_required = _is_clean_build_required(p_preset);
@ -3231,12 +3224,13 @@ Error EditorExportPlatformAndroid::export_project_helper(const Ref<EditorExportP
cmdline.push_back("clean");
}
String edition = has_dotnet_project ? "Mono" : "Standard";
String build_type = p_debug ? "Debug" : "Release";
if (export_format == EXPORT_FORMAT_AAB) {
String bundle_build_command = vformat("bundle%s", build_type);
cmdline.push_back(bundle_build_command);
} else if (export_format == EXPORT_FORMAT_APK) {
String apk_build_command = vformat("assemble%s", build_type);
String apk_build_command = vformat("assemble%s%s", edition, build_type);
cmdline.push_back(apk_build_command);
}
@ -3319,6 +3313,8 @@ Error EditorExportPlatformAndroid::export_project_helper(const Ref<EditorExportP
copy_args.push_back("-p"); // argument to specify the start directory.
copy_args.push_back(build_path); // start directory.
copy_args.push_back("-Pexport_edition=" + edition.to_lower());
copy_args.push_back("-Pexport_build_type=" + build_type.to_lower());
String export_format_arg = export_format == EXPORT_FORMAT_AAB ? "aab" : "apk";

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@ -29,6 +29,8 @@ allprojects {
configurations {
// Initializes a placeholder for the devImplementation dependency configuration.
devImplementation {}
// Initializes a placeholder for the monoImplementation dependency configuration.
monoImplementation {}
}
dependencies {
@ -42,9 +44,9 @@ dependencies {
} else {
// Godot gradle build mode. In this scenario this project is the only one around and the Godot
// library is available through the pre-generated godot-lib.*.aar android archive files.
debugImplementation fileTree(dir: 'libs/debug', include: ['*.jar', '*.aar'])
devImplementation fileTree(dir: 'libs/dev', include: ['*.jar', '*.aar'])
releaseImplementation fileTree(dir: 'libs/release', include: ['*.jar', '*.aar'])
debugImplementation fileTree(dir: 'libs/debug', include: ['**/*.jar', '*.aar'])
devImplementation fileTree(dir: 'libs/dev', include: ['**/*.jar', '*.aar'])
releaseImplementation fileTree(dir: 'libs/release', include: ['**/*.jar', '*.aar'])
}
// Godot user plugins remote dependencies
@ -60,6 +62,12 @@ dependencies {
if (pluginsBinaries != null && pluginsBinaries.size() > 0) {
implementation files(pluginsBinaries)
}
// .NET dependencies
String jar = '../../../../modules/mono/thirdparty/libSystem.Security.Cryptography.Native.Android.jar'
if (file(jar).exists()) {
monoImplementation files(jar)
}
}
android {
@ -155,6 +163,10 @@ android {
}
}
buildFeatures {
buildConfig = true
}
buildTypes {
debug {
@ -192,6 +204,13 @@ android {
}
}
flavorDimensions 'edition'
productFlavors {
standard {}
mono {}
}
sourceSets {
main {
manifest.srcFile 'AndroidManifest.xml'
@ -207,7 +226,8 @@ android {
applicationVariants.all { variant ->
variant.outputs.all { output ->
output.outputFileName = "android_${variant.name}.apk"
String filenameSuffix = variant.flavorName == "mono" ? variant.name : variant.buildType.name
output.outputFileName = "android_${filenameSuffix}.apk"
}
}
}
@ -220,12 +240,20 @@ task copyAndRenameBinary(type: Copy) {
String exportPath = getExportPath()
String exportFilename = getExportFilename()
String exportEdition = getExportEdition()
String exportBuildType = getExportBuildType()
String exportBuildTypeCapitalized = exportBuildType.capitalize()
String exportFormat = getExportFormat()
boolean isAab = exportFormat == "aab"
String sourceFilepath = isAab ? "$buildDir/outputs/bundle/$exportBuildType/build-${exportBuildType}.aab" : "$buildDir/outputs/apk/$exportBuildType/android_${exportBuildType}.apk"
String sourceFilename = isAab ? "build-${exportBuildType}.aab" : "android_${exportBuildType}.apk"
boolean isMono = exportEdition == "mono"
String filenameSuffix = exportBuildType
if (isMono) {
filenameSuffix = isAab ? "${exportEdition}-${exportBuildType}" : "${exportEdition}${exportBuildTypeCapitalized}"
}
String sourceFilename = isAab ? "build-${filenameSuffix}.aab" : "android_${filenameSuffix}.apk"
String sourceFilepath = isAab ? "$buildDir/outputs/bundle/${exportEdition}${exportBuildTypeCapitalized}/$sourceFilename" : "$buildDir/outputs/apk/$exportEdition/$exportBuildType/$sourceFilename"
from sourceFilepath
into exportPath

View file

@ -224,6 +224,14 @@ ext.getExportFilename = {
return exportFilename
}
ext.getExportEdition = {
String exportEdition = project.hasProperty("export_edition") ? project.property("export_edition") : ""
if (exportEdition == null || exportEdition.isEmpty()) {
exportEdition = "standard"
}
return exportEdition
}
ext.getExportBuildType = {
String exportBuildType = project.hasProperty("export_build_type") ? project.property("export_build_type") : ""
if (exportBuildType == null || exportBuildType.isEmpty()) {

View file

@ -33,14 +33,29 @@ package com.godot.game;
import org.godotengine.godot.GodotActivity;
import android.os.Bundle;
import android.util.Log;
import androidx.core.splashscreen.SplashScreen;
import com.godot.game.BuildConfig;
/**
* Template activity for Godot Android builds.
* Feel free to extend and modify this class for your custom logic.
*/
public class GodotApp extends GodotActivity {
static {
// .NET libraries.
if (BuildConfig.FLAVOR.equals("mono")) {
try {
Log.v("GODOT", "Loading System.Security.Cryptography.Native.Android library");
System.loadLibrary("System.Security.Cryptography.Native.Android");
} catch (UnsatisfiedLinkError e) {
Log.e("GODOT", "Unable to load System.Security.Cryptography.Native.Android library");
}
}
}
@Override
public void onCreate(Bundle savedInstanceState) {
SplashScreen.installSplashScreen(this);

View file

@ -30,6 +30,7 @@ ext {
"editor": ["dev", "debug", "release"],
"template": ["dev", "debug", "release"]
]
supportedEditions = ["standard", "mono"]
// Used by gradle to specify which architecture to build for by default when running
// `./gradlew build` (this command is usually used by Android Studio).
@ -53,7 +54,7 @@ def getSconsTaskName(String flavor, String buildType, String abi) {
* The zip file also includes some gradle tools to enable gradle builds from the Godot Editor.
*/
task zipGradleBuild(type: Zip) {
onlyIf { generateGodotTemplates.state.executed || generateDevTemplate.state.executed }
onlyIf { generateGodotTemplates.state.executed || generateGodotMonoTemplates.state.executed || generateDevTemplate.state.executed }
doFirst {
logger.lifecycle("Generating Godot gradle build template")
}
@ -94,15 +95,22 @@ def templateExcludedBuildTask() {
/**
* Generates the build tasks for the given flavor
* @param flavor Must be one of the supported flavors ('template' / 'editor')
* @param edition Must be one of the supported editions ('standard' / 'mono')
* @param androidDistro Must be one of the supported Android distributions ('android' / 'horizonos')
*/
def generateBuildTasks(String flavor = "template", String androidDistro = "android") {
def generateBuildTasks(String flavor = "template", String edition = "standard", String androidDistro = "android") {
if (!supportedFlavors.contains(flavor)) {
throw new GradleException("Invalid build flavor: $flavor")
}
if (!supportedAndroidDistributions.contains(androidDistro)) {
throw new GradleException("Invalid Android distribution: $androidDistro")
}
if (!supportedEditions.contains(edition)) {
throw new GradleException("Invalid build edition: $edition")
}
if (edition == "mono" && flavor != "template") {
throw new GradleException("'mono' edition only supports the 'template' flavor.")
}
String capitalizedAndroidDistro = androidDistro.capitalize()
def buildTasks = []
@ -126,6 +134,7 @@ def generateBuildTasks(String flavor = "template", String androidDistro = "andro
&& targetLibs.listFiles().length > 0)) {
String capitalizedTarget = target.capitalize()
String capitalizedEdition = edition.capitalize()
if (isTemplate) {
// Copy the Godot android library archive file into the app module libs directory.
// Depends on the library build task to ensure the AAR file is generated prior to copying.
@ -157,15 +166,16 @@ def generateBuildTasks(String flavor = "template", String androidDistro = "andro
// Copy the generated binary template into the Godot bin directory.
// Depends on the app build task to ensure the binary is generated prior to copying.
String copyBinaryTaskName = "copy${capitalizedTarget}BinaryToBin"
String copyBinaryTaskName = "copy${capitalizedEdition}${capitalizedTarget}BinaryToBin"
if (tasks.findByName(copyBinaryTaskName) != null) {
buildTasks += tasks.getByName(copyBinaryTaskName)
} else {
buildTasks += tasks.create(name: copyBinaryTaskName, type: Copy) {
dependsOn ":app:assemble${capitalizedTarget}"
from("app/build/outputs/apk/${target}")
String filenameSuffix = edition == "mono" ? "${edition}${capitalizedTarget}" : target
dependsOn ":app:assemble${capitalizedEdition}${capitalizedTarget}"
from("app/build/outputs/apk/${edition}/${target}")
into(binDir)
include("android_${target}.apk")
include("android_${filenameSuffix}.apk")
}
}
} else {
@ -212,7 +222,7 @@ def generateBuildTasks(String flavor = "template", String androidDistro = "andro
*/
task generateGodotEditor {
gradle.startParameter.excludedTaskNames += templateExcludedBuildTask()
dependsOn = generateBuildTasks("editor", "android")
dependsOn = generateBuildTasks("editor", "standard", "android")
}
/**
@ -224,7 +234,7 @@ task generateGodotEditor {
*/
task generateGodotHorizonOSEditor {
gradle.startParameter.excludedTaskNames += templateExcludedBuildTask()
dependsOn = generateBuildTasks("editor", "horizonos")
dependsOn = generateBuildTasks("editor", "standard", "horizonos")
}
/**
@ -237,6 +247,17 @@ task generateGodotTemplates {
finalizedBy 'zipGradleBuild'
}
/**
* Master task used to coordinate the tasks defined above to generate the set of Godot templates
* for the 'mono' edition of the engine.
*/
task generateGodotMonoTemplates {
gradle.startParameter.excludedTaskNames += templateExcludedBuildTask()
dependsOn = generateBuildTasks("template", "mono")
finalizedBy 'zipGradleBuild'
}
/**
* Generates the same output as generateGodotTemplates but with dev symbols
*/
@ -295,6 +316,9 @@ task cleanGodotTemplates(type: Delete) {
delete("$binDir/android_debug.apk")
delete("$binDir/android_dev.apk")
delete("$binDir/android_release.apk")
delete("$binDir/android_monoDebug.apk")
delete("$binDir/android_monoDev.apk")
delete("$binDir/android_monoRelease.apk")
delete("$binDir/android_source.zip")
delete("$binDir/godot-lib.template_debug.aar")
delete("$binDir/godot-lib.template_debug.dev.aar")