C#: Use custom project setting for C# project files name

The setting is initially assigned the name of the Godot project,
but it's kept freezed to prevent issues when renaming the Godot
project.

The user can always rename the C# project and solution manually and
change the setting to the new name.

Co-authored-by: Ignacio Roldán Etcheverry <ignalfonsore@gmail.com>
This commit is contained in:
Raul Santos 2022-08-15 18:51:50 +02:00
parent 7637b5d925
commit 31d09a807e
No known key found for this signature in database
GPG key ID: B532473AE3A803E4
9 changed files with 65 additions and 31 deletions

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@ -722,19 +722,24 @@ bool CSharpLanguage::is_assembly_reloading_needed() {
GDMonoAssembly *proj_assembly = gdmono->get_project_assembly();
String appname = ProjectSettings::get_singleton()->get("application/config/name");
String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
if (appname_safe.empty()) {
appname_safe = "UnnamedProject";
String assembly_name = ProjectSettings::get_singleton()->get_setting("mono/project/assembly_name");
if (assembly_name.empty()) {
String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
if (appname_safe.empty()) {
appname_safe = "UnnamedProject";
}
assembly_name = appname_safe;
}
appname_safe += ".dll";
assembly_name += ".dll";
if (proj_assembly) {
String proj_asm_path = proj_assembly->get_path();
if (!FileAccess::exists(proj_asm_path)) {
// Maybe it wasn't loaded from the default path, so check this as well
proj_asm_path = GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(appname_safe);
proj_asm_path = GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(assembly_name);
if (!FileAccess::exists(proj_asm_path))
return false; // No assembly to load
}
@ -742,7 +747,7 @@ bool CSharpLanguage::is_assembly_reloading_needed() {
if (FileAccess::get_modified_time(proj_asm_path) <= proj_assembly->get_modified_time())
return false; // Already up to date
} else {
if (!FileAccess::exists(GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(appname_safe)))
if (!FileAccess::exists(GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(assembly_name)))
return false; // No assembly to load
}

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@ -231,7 +231,7 @@ namespace GodotTools.Export
RunLipo(new[] {CompileForArch("arm64"), CompileForArch("x86_64")}, libFilePath);
}
string projectAssemblyName = GodotSharpEditor.ProjectAssemblyName;
string projectAssemblyName = GodotSharpDirs.ProjectAssemblyName;
string libAotName = $"lib-aot-{projectAssemblyName}";
string libAotXcFrameworkPath = Path.Combine(aotTempDir, $"{libAotName}.xcframework");

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@ -167,7 +167,7 @@ namespace GodotTools.Export
var assemblies = new Godot.Collections.Dictionary<string, string>();
string projectDllName = GodotSharpEditor.ProjectAssemblyName;
string projectDllName = GodotSharpDirs.ProjectAssemblyName;
string projectDllSrcDir = Path.Combine(GodotSharpDirs.ResTempAssembliesBaseDir, buildConfig);
string projectDllSrcPath = Path.Combine(projectDllSrcDir, $"{projectDllName}.dll");

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@ -39,18 +39,6 @@ namespace GodotTools
public bool SkipBuildBeforePlaying { get; set; } = false;
public static string ProjectAssemblyName
{
get
{
string projectAssemblyName = (string)ProjectSettings.GetSetting("application/config/name");
projectAssemblyName = projectAssemblyName.ToSafeDirName();
if (string.IsNullOrEmpty(projectAssemblyName))
projectAssemblyName = "UnnamedProject";
return projectAssemblyName;
}
}
private bool CreateProjectSolution()
{
using (var pr = new EditorProgress("create_csharp_solution", "Generating solution...".TTR(), 3))
@ -60,7 +48,7 @@ namespace GodotTools
string resourceDir = ProjectSettings.GlobalizePath("res://");
string path = resourceDir;
string name = ProjectAssemblyName;
string name = GodotSharpDirs.ProjectAssemblyName;
string guid = CsProjOperations.GenerateGameProject(path, name);
@ -375,7 +363,8 @@ namespace GodotTools
[UsedImplicitly]
public bool OverridesExternalEditor()
{
return (ExternalEditorId)_editorSettings.GetSetting("mono/editor/external_editor") != ExternalEditorId.None;
return (ExternalEditorId)_editorSettings.GetSetting("mono/editor/external_editor") !=
ExternalEditorId.None;
}
public override bool Build()
@ -396,7 +385,7 @@ namespace GodotTools
// NOTE: The order in which changes are made to the project is important
// Migrate to MSBuild project Sdks style if using the old style
ProjectUtils.MigrateToProjectSdksStyle(msbuildProject, ProjectAssemblyName);
ProjectUtils.MigrateToProjectSdksStyle(msbuildProject, GodotSharpDirs.ProjectAssemblyName);
ProjectUtils.EnsureGodotSdkIsUpToDate(msbuildProject);

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@ -20,6 +20,7 @@ namespace GodotTools.Internals
public static string MonoSolutionsDir => internal_MonoSolutionsDir();
public static string BuildLogsDirs => internal_BuildLogsDirs();
public static string ProjectAssemblyName => internal_ProjectAssemblyName();
public static string ProjectSlnPath => internal_ProjectSlnPath();
public static string ProjectCsProjPath => internal_ProjectCsProjPath();
@ -74,6 +75,9 @@ namespace GodotTools.Internals
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern string internal_BuildLogsDirs();
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern string internal_ProjectAssemblyName();
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern string internal_ProjectSlnPath();

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@ -107,6 +107,14 @@ MonoString *godot_icall_GodotSharpDirs_BuildLogsDirs() {
#endif
}
MonoString *godot_icall_GodotSharpDirs_ProjectAssemblyName() {
#ifdef TOOLS_ENABLED
return GDMonoMarshal::mono_string_from_godot(GodotSharpDirs::get_project_assembly_name());
#else
return NULL;
#endif
}
MonoString *godot_icall_GodotSharpDirs_ProjectSlnPath() {
#ifdef TOOLS_ENABLED
return GDMonoMarshal::mono_string_from_godot(GodotSharpDirs::get_project_sln_path());
@ -388,6 +396,7 @@ void register_editor_internal_calls() {
GDMonoUtils::add_internal_call("GodotTools.Internals.GodotSharpDirs::internal_MonoLogsDir", godot_icall_GodotSharpDirs_MonoLogsDir);
GDMonoUtils::add_internal_call("GodotTools.Internals.GodotSharpDirs::internal_MonoSolutionsDir", godot_icall_GodotSharpDirs_MonoSolutionsDir);
GDMonoUtils::add_internal_call("GodotTools.Internals.GodotSharpDirs::internal_BuildLogsDirs", godot_icall_GodotSharpDirs_BuildLogsDirs);
GDMonoUtils::add_internal_call("GodotTools.Internals.GodotSharpDirs::internal_ProjectAssemblyName", godot_icall_GodotSharpDirs_ProjectAssemblyName);
GDMonoUtils::add_internal_call("GodotTools.Internals.GodotSharpDirs::internal_ProjectSlnPath", godot_icall_GodotSharpDirs_ProjectSlnPath);
GDMonoUtils::add_internal_call("GodotTools.Internals.GodotSharpDirs::internal_ProjectCsProjPath", godot_icall_GodotSharpDirs_ProjectCsProjPath);
GDMonoUtils::add_internal_call("GodotTools.Internals.GodotSharpDirs::internal_DataEditorToolsDir", godot_icall_GodotSharpDirs_DataEditorToolsDir);

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@ -102,6 +102,7 @@ public:
String mono_solutions_dir;
String build_logs_dir;
String project_assembly_name;
String sln_filepath;
String csproj_filepath;
@ -144,16 +145,35 @@ private:
mono_solutions_dir = mono_user_dir.plus_file("solutions");
build_logs_dir = mono_user_dir.plus_file("build_logs");
GLOBAL_DEF("mono/project/assembly_name", "");
GLOBAL_DEF("mono/project/solution_directory", "");
GLOBAL_DEF("mono/project/c#_project_directory", "");
String appname = ProjectSettings::get_singleton()->get("application/config/name");
String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
if (appname_safe.empty()) {
appname_safe = "UnnamedProject";
}
String base_path = ProjectSettings::get_singleton()->globalize_path("res://");
project_assembly_name = ProjectSettings::get_singleton()->get("mono/project/assembly_name");
if (project_assembly_name.empty()) {
project_assembly_name = appname_safe;
ProjectSettings::get_singleton()->set("mono/project/assembly_name", project_assembly_name);
}
sln_filepath = base_path.plus_file(appname_safe + ".sln");
csproj_filepath = base_path.plus_file(appname_safe + ".csproj");
String sln_parent_dir = ProjectSettings::get_singleton()->get("mono/project/solution_directory");
if (sln_parent_dir.empty()) {
sln_parent_dir = "res://";
}
String csproj_parent_dir = ProjectSettings::get_singleton()->get("mono/project/c#_project_directory");
if (csproj_parent_dir.empty()) {
csproj_parent_dir = "res://";
}
sln_filepath = ProjectSettings::get_singleton()->globalize_path(sln_parent_dir).plus_file(project_assembly_name + ".sln");
csproj_filepath = ProjectSettings::get_singleton()->globalize_path(csproj_parent_dir).plus_file(project_assembly_name + ".csproj");
#endif
String exe_dir = OS::get_singleton()->get_executable_path().get_base_dir();
@ -288,6 +308,10 @@ String get_build_logs_dir() {
return _GodotSharpDirs::get_singleton().build_logs_dir;
}
String get_project_assembly_name() {
return _GodotSharpDirs::get_singleton().project_assembly_name;
}
String get_project_sln_path() {
return _GodotSharpDirs::get_singleton().sln_filepath;
}

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@ -51,6 +51,7 @@ String get_mono_logs_dir();
String get_mono_solutions_dir();
String get_build_logs_dir();
String get_project_assembly_name();
String get_project_sln_path();
String get_project_csproj_path();

View file

@ -987,13 +987,15 @@ bool GDMono::_load_project_assembly() {
if (project_assembly)
return true;
String appname = ProjectSettings::get_singleton()->get("application/config/name");
String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
if (appname_safe.empty()) {
appname_safe = "UnnamedProject";
String assembly_name = ProjectSettings::get_singleton()->get("mono/project/assembly_name");
if (assembly_name.empty()) {
String appname = ProjectSettings::get_singleton()->get("application/config/name");
String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
assembly_name = appname_safe;
}
bool success = load_assembly(appname_safe, &project_assembly);
bool success = load_assembly(assembly_name, &project_assembly);
if (success) {
mono_assembly_set_main(project_assembly->get_assembly());