Merge pull request #11845 from neikeq/music-is-overrated
- Fixed uninitialized local - Improved msbuild search on Unix platforms - Add C# script to csproj when attaching it to an object
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commit
928efe06d6
6 changed files with 110 additions and 27 deletions
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@ -50,6 +50,21 @@
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#define CACHED_STRING_NAME(m_var) (CSharpLanguage::get_singleton()->string_names.m_var)
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static bool _create_project_solution_if_needed() {
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String sln_path = GodotSharpDirs::get_project_sln_path();
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String csproj_path = GodotSharpDirs::get_project_csproj_path();
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if (!FileAccess::exists(sln_path) || !FileAccess::exists(csproj_path)) {
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// A solution does not yet exist, create a new one
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CRASH_COND(GodotSharpEditor::get_singleton() == NULL);
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return GodotSharpEditor::get_singleton()->call("_create_project_solution");
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}
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return true;
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}
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CSharpLanguage *CSharpLanguage::singleton = NULL;
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String CSharpLanguage::get_name() const {
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@ -1359,7 +1374,18 @@ Ref<CSharpScript> CSharpScript::create_for_managed_type(GDMonoClass *p_class) {
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bool CSharpScript::can_instance() const {
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// TODO does the second condition even make sense?
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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if (_create_project_solution_if_needed()) {
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CSharpProject::add_item(GodotSharpDirs::get_project_csproj_path(),
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"Compile",
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ProjectSettings::get_singleton()->globalize_path(get_path()));
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} else {
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ERR_PRINTS("Cannot add " + get_path() + " to the C# project because it could not be created.");
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}
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}
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#endif
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return valid || (!tool && !ScriptServer::is_scripting_enabled());
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}
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@ -1545,6 +1571,18 @@ Error CSharpScript::reload(bool p_keep_state) {
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if (project_assembly) {
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script_class = project_assembly->get_object_derived_class(name);
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if (!script_class) {
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ERR_PRINTS("Cannot find class " + name + " for script " + get_path());
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}
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#ifdef DEBUG_ENABLED
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else if (OS::get_singleton()->is_stdout_verbose()) {
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OS::get_singleton()->print(String("Found class " + script_class->get_namespace() + "." +
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script_class->get_name() + " for script " + get_path() + "\n")
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.utf8());
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}
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#endif
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valid = script_class != NULL;
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if (script_class) {
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@ -1791,21 +1829,12 @@ Error ResourceFormatSaverCSharpScript::save(const String &p_path, const RES &p_r
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if (!FileAccess::exists(p_path)) {
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// The file does not yet exists, let's assume the user just created this script
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String sln_path = GodotSharpDirs::get_project_sln_path();
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String csproj_path = GodotSharpDirs::get_project_csproj_path();
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if (!FileAccess::exists(sln_path) || !FileAccess::exists(csproj_path)) {
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// A solution does not yet exist, create a new one
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CRASH_COND(GodotSharpEditor::get_singleton() == NULL);
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GodotSharpEditor::get_singleton()->call("_create_project_solution");
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}
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// Add the file to the C# project
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if (FileAccess::exists(csproj_path)) {
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CSharpProject::add_item(csproj_path, "Compile", ProjectSettings::get_singleton()->globalize_path(p_path));
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if (_create_project_solution_if_needed()) {
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CSharpProject::add_item(GodotSharpDirs::get_project_csproj_path(),
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"Compile",
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ProjectSettings::get_singleton()->globalize_path(p_path));
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} else {
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ERR_PRINT("C# project not found!");
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ERR_PRINTS("Cannot add " + p_path + " to the C# project because it could not be created.");
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}
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}
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#endif
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@ -19,7 +19,15 @@ namespace GodotSharpTools.Build
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private static string MSBuildPath
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{
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get { return godot_icall_BuildInstance_get_MSBuildPath(); }
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get
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{
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string ret = godot_icall_BuildInstance_get_MSBuildPath();
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if (ret == null)
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throw new FileNotFoundException("Cannot find the MSBuild executable.");
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return ret;
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}
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}
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private string solution;
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@ -27,12 +27,15 @@ namespace GodotSharpTools.Project
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return false;
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}
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public static void AddItemChecked(this ProjectRootElement root, string itemType, string include)
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public static bool AddItemChecked(this ProjectRootElement root, string itemType, string include)
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{
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if (!root.HasItem(itemType, include))
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{
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root.AddItem(itemType, include);
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return true;
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}
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return false;
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}
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public static Guid GetGuid(this ProjectRootElement root)
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@ -10,8 +10,8 @@ namespace GodotSharpTools.Project
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{
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var dir = Directory.GetParent(projectPath).FullName;
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var root = ProjectRootElement.Open(projectPath);
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root.AddItemChecked(itemType, include.RelativeToPath(dir).Replace("/", "\\"));
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root.Save();
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if (root.AddItemChecked(itemType, include.RelativeToPath(dir).Replace("/", "\\")))
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root.Save();
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}
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}
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}
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@ -29,13 +29,14 @@
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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_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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#include "main/main.h"
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void godot_icall_BuildInstance_ExitCallback(MonoString *p_solution, MonoString *p_config, int p_exit_code) {
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@ -44,11 +45,37 @@ void godot_icall_BuildInstance_ExitCallback(MonoString *p_solution, MonoString *
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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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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(char); i++) {
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String location = locations[i];
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if (FileAccess::exists(location + p_name)) {
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return location;
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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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MonoString *godot_icall_BuildInstance_get_MSBuildPath() {
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GodotSharpBuilds::BuildTool build_tool = GodotSharpBuilds::BuildTool(int(EditorSettings::get_singleton()->get("mono/builds/build_tool")));
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#ifdef WINDOWS_ENABLED
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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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@ -84,14 +111,25 @@ MonoString *godot_icall_BuildInstance_get_MSBuildPath() {
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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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#else
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static bool msbuild_found = path_which("msbuild").length();
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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 && !msbuild_found) {
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WARN_PRINT("Cannot find msbuild ('mono/builds/build_tool').");
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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 NULL;
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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 NULL;
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}
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}
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return GDMonoMarshal::mono_string_from_godot(build_tool != GodotSharpBuilds::XBUILD ? "msbuild" : "xbuild");
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return GDMonoMarshal::mono_string_from_godot(build_tool != GodotSharpBuilds::XBUILD ? msbuild_path : xbuild_path);
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#else
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return NULL;
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#endif
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}
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@ -31,6 +31,7 @@
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#include <mono/metadata/mono-config.h>
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#include <mono/metadata/mono-debug.h>
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#include <mono/metadata/mono-gc.h>
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#include "os/dir_access.h"
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#include "os/file_access.h"
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@ -272,7 +273,7 @@ bool GDMono::_load_assembly(const String &p_name, GDMonoAssembly **r_assembly) {
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if (OS::get_singleton()->is_stdout_verbose())
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OS::get_singleton()->print((String() + "Mono: Loading assembly " + p_name + "...\n").utf8());
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MonoImageOpenStatus status;
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MonoImageOpenStatus status = MONO_IMAGE_OK;
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MonoAssemblyName *aname = mono_assembly_name_new(p_name.utf8());
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MonoAssembly *assembly = mono_assembly_load_full(aname, NULL, &status, false);
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mono_assembly_name_free(aname);
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@ -438,10 +439,14 @@ Error GDMono::_unload_scripts_domain() {
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if (mono_domain_get() != root_domain)
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mono_domain_set(root_domain, true);
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mono_gc_collect(mono_gc_max_generation());
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finalizing_scripts_domain = true;
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mono_domain_finalize(scripts_domain, 2000);
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finalizing_scripts_domain = false;
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mono_gc_collect(mono_gc_max_generation());
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_domain_assemblies_cleanup(mono_domain_get_id(scripts_domain));
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api_assembly = NULL;
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