Mono: Fix regression: external editors not working on Windows
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parent
513cc78f85
commit
c0cdbb7938
3 changed files with 26 additions and 12 deletions
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@ -298,7 +298,16 @@ namespace GodotTools
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if (line >= 0)
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scriptPath += $";{line + 1};{col}";
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GetMonoDevelopInstance(GodotSharpDirs.ProjectSlnPath).Execute(scriptPath);
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try
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{
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GetMonoDevelopInstance(GodotSharpDirs.ProjectSlnPath).Execute(scriptPath);
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}
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catch (FileNotFoundException)
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{
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string editorName = editor == ExternalEditor.VisualStudioForMac ? "Visual Studio" : "MonoDevelop";
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GD.PushError($"Cannot find code editor: {editorName}");
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return Error.FileNotFound;
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}
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break;
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}
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@ -4,6 +4,7 @@ using System.IO;
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using System.Collections.Generic;
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using System.Diagnostics;
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using GodotTools.Internals;
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using GodotTools.Utils;
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namespace GodotTools
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{
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@ -30,7 +31,7 @@ namespace GodotTools
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if (Utils.OS.IsOSX())
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{
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string bundleId = CodeEditorBundleIds[editorId];
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string bundleId = BundleIds[editorId];
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if (Internal.IsOsxAppBundleInstalled(bundleId))
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{
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@ -47,12 +48,12 @@ namespace GodotTools
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}
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else
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{
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command = CodeEditorPaths[editorId];
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command = OS.PathWhich(ExecutableNames[editorId]);
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}
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}
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else
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{
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command = CodeEditorPaths[editorId];
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command = OS.PathWhich(ExecutableNames[editorId]);
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}
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args.Add("--ipc-tcp");
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@ -70,6 +71,9 @@ namespace GodotTools
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args.Add("\"" + Path.GetFullPath(filePath.NormalizePath()) + cursor + "\"");
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}
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if (command == null)
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throw new FileNotFoundException();
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if (newWindow)
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{
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process = Process.Start(new ProcessStartInfo
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@ -99,20 +103,20 @@ namespace GodotTools
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this.editorId = editorId;
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}
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private static readonly IReadOnlyDictionary<EditorId, string> CodeEditorPaths;
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private static readonly IReadOnlyDictionary<EditorId, string> CodeEditorBundleIds;
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private static readonly IReadOnlyDictionary<EditorId, string> ExecutableNames;
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private static readonly IReadOnlyDictionary<EditorId, string> BundleIds;
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static MonoDevelopInstance()
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{
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if (Utils.OS.IsOSX())
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{
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CodeEditorPaths = new Dictionary<EditorId, string>
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ExecutableNames = new Dictionary<EditorId, string>
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{
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// Rely on PATH
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{EditorId.MonoDevelop, "monodevelop"},
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{EditorId.VisualStudioForMac, "VisualStudio"}
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};
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CodeEditorBundleIds = new Dictionary<EditorId, string>
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BundleIds = new Dictionary<EditorId, string>
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{
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// TODO EditorId.MonoDevelop
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{EditorId.VisualStudioForMac, "com.microsoft.visual-studio"}
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@ -120,7 +124,7 @@ namespace GodotTools
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}
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else if (Utils.OS.IsWindows())
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{
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CodeEditorPaths = new Dictionary<EditorId, string>
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ExecutableNames = new Dictionary<EditorId, string>
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{
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// XamarinStudio is no longer a thing, and the latest version is quite old
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// MonoDevelop is available from source only on Windows. The recommendation
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@ -131,7 +135,7 @@ namespace GodotTools
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}
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else if (Utils.OS.IsUnix())
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{
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CodeEditorPaths = new Dictionary<EditorId, string>
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ExecutableNames = new Dictionary<EditorId, string>
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{
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// Rely on PATH
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{EditorId.MonoDevelop, "monodevelop"}
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@ -10,8 +10,9 @@ namespace GodotTools.Utils
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{
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foreach (T elem in enumerable)
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{
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if (predicate(elem) != null)
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return elem;
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T result = predicate(elem);
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if (result != null)
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return result;
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}
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return orElse;
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