C#: Support for building with the dotnet CLI
By adding a reference to the 'Microsoft.NETFramework.ReferenceAssemblies' nuget package, we can build projects targeting .NET Framework with the dotnet CLI. By referencing this package we also don't need to install Mono on Linux/macOS or .NET Framework on Windows, as the assemblies are taken from the package.
This commit is contained in:
parent
6a0473bcc2
commit
dcf1dc4fe0
15 changed files with 199 additions and 96 deletions
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@ -15,7 +15,7 @@ def build_godot_tools(source, target, env):
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from .solution_builder import build_solution
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build_solution(env, solution_path, build_config, restore=True)
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build_solution(env, solution_path, build_config)
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# No need to copy targets. The GodotTools csproj takes care of copying them.
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@ -4,7 +4,29 @@ import os
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verbose = False
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def find_msbuild_unix(filename):
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def find_dotnet_cli():
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import os.path
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if os.name == "nt":
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windows_exts = os.environ["PATHEXT"]
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windows_exts = windows_exts.split(os.pathsep) if windows_exts else []
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for hint_dir in os.environ["PATH"].split(os.pathsep):
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hint_dir = hint_dir.strip('"')
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hint_path = os.path.join(hint_dir, "dotnet")
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if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK):
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return hint_path
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if os.path.isfile(hint_path + ".exe") and os.access(hint_path + ".exe", os.X_OK):
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return hint_path + ".exe"
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else:
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for hint_dir in os.environ["PATH"].split(os.pathsep):
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hint_dir = hint_dir.strip('"')
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hint_path = os.path.join(hint_dir, "dotnet")
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if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK):
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return hint_path
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def find_msbuild_unix():
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import os.path
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import sys
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@ -86,15 +108,7 @@ def run_command(command, args, env_override=None, name=None):
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raise RuntimeError("'%s' exited with error code: %s" % (name, e.returncode))
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def nuget_restore(env, *args):
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global verbose
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verbose = env["verbose"]
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# Do NuGet restore
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run_command(nuget_path, ["restore"] + list(args), name="nuget restore")
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def build_solution(env, solution_path, build_config, extra_msbuild_args=[], restore=False):
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def build_solution(env, solution_path, build_config, extra_msbuild_args=[]):
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global verbose
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verbose = env["verbose"]
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@ -104,27 +118,33 @@ def build_solution(env, solution_path, build_config, extra_msbuild_args=[], rest
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if "PLATFORM" in msbuild_env:
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del msbuild_env["PLATFORM"]
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# Find MSBuild
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if os.name == "nt":
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msbuild_info = find_msbuild_windows(env)
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if msbuild_info is None:
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raise RuntimeError("Cannot find MSBuild executable")
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msbuild_path = msbuild_info[0]
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msbuild_env.update(msbuild_info[1])
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msbuild_args = []
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dotnet_cli = find_dotnet_cli()
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if dotnet_cli:
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msbuild_path = dotnet_cli
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msbuild_args += ["msbuild"] # `dotnet msbuild` command
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else:
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msbuild_path = find_msbuild_unix("msbuild")
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if msbuild_path is None:
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raise RuntimeError("Cannot find MSBuild executable")
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# Find MSBuild
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if os.name == "nt":
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msbuild_info = find_msbuild_windows(env)
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if msbuild_info is None:
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raise RuntimeError("Cannot find MSBuild executable")
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msbuild_path = msbuild_info[0]
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msbuild_env.update(msbuild_info[1])
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else:
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msbuild_path = find_msbuild_unix()
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if msbuild_path is None:
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raise RuntimeError("Cannot find MSBuild executable")
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print("MSBuild path: " + msbuild_path)
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# Build solution
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targets = ["Build"]
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if restore:
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targets.insert(0, "Restore")
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targets = ["Restore", "Build"]
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msbuild_args = [solution_path, "/t:%s" % ",".join(targets), "/p:Configuration=" + build_config]
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msbuild_args += [solution_path, "/t:%s" % ",".join(targets), "/p:Configuration=" + build_config]
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msbuild_args += extra_msbuild_args
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run_command(msbuild_path, msbuild_args, env_override=msbuild_env, name="msbuild")
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@ -6,18 +6,18 @@
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="Microsoft.Build" Version="16.5.0" />
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<PackageReference Include="Microsoft.Build.Runtime" Version="16.5.0" />
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<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies" Version="1.0.0" PrivateAssets="All" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\GodotTools.Core\GodotTools.Core.csproj" />
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</ItemGroup>
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<PropertyGroup>
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<ItemGroup>
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<!--
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The 'Microsoft.Build.Runtime' package includes an mscorlib reference assembly in contentFiles.
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This causes our project build to fail. As a workaround, we remove {CandidateAssemblyFiles}
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from AssemblySearchPaths as described here: https://github.com/microsoft/msbuild/issues/3486.
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The Microsoft.Build.Runtime package is too problematic so we create a MSBuild.exe stub. The workaround described
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here doesn't work with Microsoft.NETFramework.ReferenceAssemblies: https://github.com/microsoft/msbuild/issues/3486
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We need a MSBuild.exe file as there's an issue in Microsoft.Build where it executes platform dependent code when
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searching for MSBuild.exe before the fallback to not using it. A stub is fine as it should never be executed.
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-->
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<AssemblySearchPaths>$([System.String]::Copy('$(AssemblySearchPaths)').Replace('{CandidateAssemblyFiles}', ''))</AssemblySearchPaths>
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<AssemblySearchPaths Condition=" '$(MSBuildRuntimeVersion)' != '' ">$(AssemblySearchPaths.Split(';'))</AssemblySearchPaths>
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</PropertyGroup>
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<None Include="MSBuild.exe" CopyToOutputDirectory="Always" />
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</ItemGroup>
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</Project>
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@ -125,6 +125,12 @@ namespace GodotTools.ProjectEditor
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// References
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var referenceGroup = root.AddItemGroup();
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referenceGroup.AddItem("Reference", "System");
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var frameworkRefAssembliesItem = referenceGroup.AddItem("PackageReference", "Microsoft.NETFramework.ReferenceAssemblies");
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// Use metadata (child nodes) instead of attributes for the PackageReference.
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// This is for compatibility with 3.2, where GodotTools uses an old Microsoft.Build.
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frameworkRefAssembliesItem.AddMetadata("Version", "1.0.0");
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frameworkRefAssembliesItem.AddMetadata("PrivateAssets", "All");
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root.AddImport(Path.Combine("$(MSBuildBinPath)", "Microsoft.CSharp.targets").Replace("/", "\\"));
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@ -173,7 +173,7 @@ namespace GodotTools.ProjectEditor
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void AddPropertyIfNotPresent(string name, string condition, string value)
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{
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if (root.PropertyGroups
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.Any(g => (g.Condition == string.Empty || g.Condition.Trim() == condition) &&
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.Any(g => (string.IsNullOrEmpty(g.Condition) || g.Condition.Trim() == condition) &&
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g.Properties
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.Any(p => p.Name == name &&
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p.Value == value &&
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@ -264,7 +264,7 @@ namespace GodotTools.ProjectEditor
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bool hasGodotProjectGeneratorVersion = false;
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bool foundOldConfiguration = false;
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foreach (var propertyGroup in root.PropertyGroups.Where(g => g.Condition == string.Empty))
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foreach (var propertyGroup in root.PropertyGroups.Where(g => string.IsNullOrEmpty(g.Condition)))
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{
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if (!hasGodotProjectGeneratorVersion && propertyGroup.Properties.Any(p => p.Name == "GodotProjectGeneratorVersion"))
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hasGodotProjectGeneratorVersion = true;
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@ -280,7 +280,7 @@ namespace GodotTools.ProjectEditor
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if (!hasGodotProjectGeneratorVersion)
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{
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root.PropertyGroups.First(g => g.Condition == string.Empty)?
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root.PropertyGroups.First(g => string.IsNullOrEmpty(g.Condition))?
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.AddProperty("GodotProjectGeneratorVersion", Assembly.GetExecutingAssembly().GetName().Version.ToString());
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project.HasUnsavedChanges = true;
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}
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@ -348,5 +348,25 @@ namespace GodotTools.ProjectEditor
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MigrateConfigurationConditions("Tools", "Debug"); // Must be last
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}
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}
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public static void EnsureHasNugetNetFrameworkRefAssemblies(MSBuildProject project)
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{
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var root = project.Root;
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bool found = root.ItemGroups.Any(g => string.IsNullOrEmpty(g.Condition) && g.Items.Any(
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item => item.ItemType == "PackageReference" && item.Include == "Microsoft.NETFramework.ReferenceAssemblies"));
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if (found)
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return;
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var frameworkRefAssembliesItem = root.AddItem("PackageReference", "Microsoft.NETFramework.ReferenceAssemblies");
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// Use metadata (child nodes) instead of attributes for the PackageReference.
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// This is for compatibility with 3.2, where GodotTools uses an old Microsoft.Build.
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frameworkRefAssembliesItem.AddMetadata("Version", "1.0.0");
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frameworkRefAssembliesItem.AddMetadata("PrivateAssets", "All");
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project.HasUnsavedChanges = true;
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}
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}
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}
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@ -14,16 +14,6 @@ namespace GodotTools.Build
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{
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public static class BuildSystem
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{
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private static string GetMsBuildPath()
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{
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string msbuildPath = MsBuildFinder.FindMsBuild();
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if (msbuildPath == null)
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throw new FileNotFoundException("Cannot find the MSBuild executable.");
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return msbuildPath;
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}
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private static string MonoWindowsBinDir
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{
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get
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@ -46,8 +36,8 @@ namespace GodotTools.Build
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{
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if (OS.IsWindows)
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{
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return (BuildManager.BuildTool)EditorSettings.GetSetting("mono/builds/build_tool")
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== BuildManager.BuildTool.MsBuildMono;
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return (BuildTool)EditorSettings.GetSetting("mono/builds/build_tool")
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== BuildTool.MsBuildMono;
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}
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return false;
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@ -57,16 +47,21 @@ namespace GodotTools.Build
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private static bool PrintBuildOutput =>
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(bool)EditorSettings.GetSetting("mono/builds/print_build_output");
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private static Process LaunchBuild(string solution, string config, string loggerOutputDir, IEnumerable<string> customProperties = null)
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private static Process LaunchBuild(string solution, IEnumerable<string> targets, string config, string loggerOutputDir, IEnumerable<string> customProperties = null)
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{
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(string msbuildPath, BuildTool buildTool) = MsBuildFinder.FindMsBuild();
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if (msbuildPath == null)
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throw new FileNotFoundException("Cannot find the MSBuild executable.");
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var customPropertiesList = new List<string>();
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if (customProperties != null)
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customPropertiesList.AddRange(customProperties);
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string compilerArgs = BuildArguments(solution, config, loggerOutputDir, customPropertiesList);
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string compilerArgs = BuildArguments(buildTool, solution, targets, config, loggerOutputDir, customPropertiesList);
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var startInfo = new ProcessStartInfo(GetMsBuildPath(), compilerArgs);
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var startInfo = new ProcessStartInfo(msbuildPath, compilerArgs);
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bool redirectOutput = !IsDebugMsBuildRequested() && !PrintBuildOutput;
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@ -90,7 +85,7 @@ namespace GodotTools.Build
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// Needed when running from Developer Command Prompt for VS
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RemovePlatformVariable(startInfo.EnvironmentVariables);
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var process = new Process { StartInfo = startInfo };
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var process = new Process {StartInfo = startInfo};
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process.Start();
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@ -105,19 +100,19 @@ namespace GodotTools.Build
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public static int Build(BuildInfo buildInfo)
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{
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return Build(buildInfo.Solution, buildInfo.Configuration,
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return Build(buildInfo.Solution, buildInfo.Targets, buildInfo.Configuration,
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buildInfo.LogsDirPath, buildInfo.CustomProperties);
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}
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public static Task<int> BuildAsync(BuildInfo buildInfo)
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{
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return BuildAsync(buildInfo.Solution, buildInfo.Configuration,
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return BuildAsync(buildInfo.Solution, buildInfo.Targets, buildInfo.Configuration,
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buildInfo.LogsDirPath, buildInfo.CustomProperties);
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}
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public static int Build(string solution, string config, string loggerOutputDir, IEnumerable<string> customProperties = null)
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public static int Build(string solution, string[] targets, string config, string loggerOutputDir, IEnumerable<string> customProperties = null)
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{
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using (var process = LaunchBuild(solution, config, loggerOutputDir, customProperties))
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using (var process = LaunchBuild(solution, targets, config, loggerOutputDir, customProperties))
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{
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process.WaitForExit();
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@ -125,9 +120,9 @@ namespace GodotTools.Build
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}
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}
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public static async Task<int> BuildAsync(string solution, string config, string loggerOutputDir, IEnumerable<string> customProperties = null)
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public static async Task<int> BuildAsync(string solution, IEnumerable<string> targets, string config, string loggerOutputDir, IEnumerable<string> customProperties = null)
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{
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using (var process = LaunchBuild(solution, config, loggerOutputDir, customProperties))
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using (var process = LaunchBuild(solution, targets, config, loggerOutputDir, customProperties))
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{
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await process.WaitForExitAsync();
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@ -135,10 +130,15 @@ namespace GodotTools.Build
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}
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}
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private static string BuildArguments(string solution, string config, string loggerOutputDir, List<string> customProperties)
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private static string BuildArguments(BuildTool buildTool, string solution, IEnumerable<string> targets, string config, string loggerOutputDir, IEnumerable<string> customProperties)
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{
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string arguments = $@"""{solution}"" /v:normal /t:Build ""/p:{"Configuration=" + config}"" " +
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$@"""/l:{typeof(GodotBuildLogger).FullName},{GodotBuildLogger.AssemblyPath};{loggerOutputDir}""";
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string arguments = string.Empty;
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if (buildTool == BuildTool.DotnetCli)
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arguments += "msbuild "; // `dotnet msbuild` command
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arguments += $@"""{solution}"" /v:normal /t:{string.Join(",", targets)} ""/p:{"Configuration=" + config}"" " +
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$@"""/l:{typeof(GodotBuildLogger).FullName},{GodotBuildLogger.AssemblyPath};{loggerOutputDir}""";
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foreach (string customProperty in customProperties)
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{
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10
modules/mono/editor/GodotTools/GodotTools/Build/BuildTool.cs
Normal file
10
modules/mono/editor/GodotTools/GodotTools/Build/BuildTool.cs
Normal file
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namespace GodotTools.Build
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{
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public enum BuildTool
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{
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MsBuildMono,
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MsBuildVs,
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JetBrainsMsBuild,
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DotnetCli
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}
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}
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@ -17,16 +17,24 @@ namespace GodotTools.Build
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private static string _msbuildToolsPath = string.Empty;
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private static string _msbuildUnixPath = string.Empty;
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public static string FindMsBuild()
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public static (string, BuildTool) FindMsBuild()
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{
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var editorSettings = GodotSharpEditor.Instance.GetEditorInterface().GetEditorSettings();
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var buildTool = (BuildManager.BuildTool)editorSettings.GetSetting("mono/builds/build_tool");
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var buildTool = (BuildTool)editorSettings.GetSetting("mono/builds/build_tool");
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if (OS.IsWindows)
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{
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switch (buildTool)
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{
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case BuildManager.BuildTool.MsBuildVs:
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case BuildTool.DotnetCli:
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{
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string dotnetCliPath = OS.PathWhich("dotnet");
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if (!string.IsNullOrEmpty(dotnetCliPath))
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return (dotnetCliPath, BuildTool.DotnetCli);
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GD.PushError("Cannot find dotnet CLI executable. Fallback to MSBuild from Visual Studio.");
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goto case BuildTool.MsBuildVs;
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}
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case BuildTool.MsBuildVs:
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{
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if (string.IsNullOrEmpty(_msbuildToolsPath) || !File.Exists(_msbuildToolsPath))
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{
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@ -40,18 +48,18 @@ namespace GodotTools.Build
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if (!_msbuildToolsPath.EndsWith("\\"))
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_msbuildToolsPath += "\\";
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return Path.Combine(_msbuildToolsPath, "MSBuild.exe");
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return (Path.Combine(_msbuildToolsPath, "MSBuild.exe"), BuildTool.MsBuildVs);
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}
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case BuildManager.BuildTool.MsBuildMono:
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case BuildTool.MsBuildMono:
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{
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string msbuildPath = Path.Combine(Internal.MonoWindowsInstallRoot, "bin", "msbuild.bat");
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if (!File.Exists(msbuildPath))
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throw new FileNotFoundException($"Cannot find executable for '{BuildManager.PropNameMSBuildMono}'. Tried with path: {msbuildPath}");
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return msbuildPath;
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return (msbuildPath, BuildTool.MsBuildMono);
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}
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case BuildManager.BuildTool.JetBrainsMsBuild:
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case BuildTool.JetBrainsMsBuild:
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{
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var editorPath = (string)editorSettings.GetSetting(RiderPathManager.EditorPathSettingName);
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@ -65,7 +73,7 @@ namespace GodotTools.Build
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if (!File.Exists(msbuildPath))
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throw new FileNotFoundException($"Cannot find executable for '{BuildManager.PropNameMSBuildJetBrains}'. Tried with path: {msbuildPath}");
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return msbuildPath;
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return (msbuildPath, BuildTool.JetBrainsMsBuild);
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}
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default:
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throw new IndexOutOfRangeException("Invalid build tool in editor settings");
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@ -74,21 +82,32 @@ namespace GodotTools.Build
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if (OS.IsUnixLike)
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{
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if (buildTool == BuildManager.BuildTool.MsBuildMono)
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switch (buildTool)
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{
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if (string.IsNullOrEmpty(_msbuildUnixPath) || !File.Exists(_msbuildUnixPath))
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case BuildTool.DotnetCli:
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{
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// Try to search it again if it wasn't found last time or if it was removed from its location
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_msbuildUnixPath = FindBuildEngineOnUnix("msbuild");
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string dotnetCliPath = OS.PathWhich("dotnet");
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if (!string.IsNullOrEmpty(dotnetCliPath))
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return (dotnetCliPath, BuildTool.DotnetCli);
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GD.PushError("Cannot find dotnet CLI executable. Fallback to MSBuild from Mono.");
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goto case BuildTool.MsBuildMono;
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}
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case BuildTool.MsBuildMono:
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{
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if (string.IsNullOrEmpty(_msbuildUnixPath) || !File.Exists(_msbuildUnixPath))
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{
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// Try to search it again if it wasn't found last time or if it was removed from its location
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_msbuildUnixPath = FindBuildEngineOnUnix("msbuild");
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}
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if (string.IsNullOrEmpty(_msbuildUnixPath))
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throw new FileNotFoundException($"Cannot find binary for '{BuildManager.PropNameMSBuildMono}'");
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if (string.IsNullOrEmpty(_msbuildUnixPath))
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throw new FileNotFoundException($"Cannot find binary for '{BuildManager.PropNameMSBuildMono}'");
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return _msbuildUnixPath;
|
||||
return (_msbuildUnixPath, BuildTool.MsBuildMono);
|
||||
}
|
||||
default:
|
||||
throw new IndexOutOfRangeException("Invalid build tool in editor settings");
|
||||
}
|
||||
|
||||
throw new IndexOutOfRangeException("Invalid build tool in editor settings");
|
||||
}
|
||||
|
||||
throw new PlatformNotSupportedException();
|
||||
|
|
|
@ -10,6 +10,7 @@ namespace GodotTools
|
|||
public sealed class BuildInfo : Reference // TODO Remove Reference once we have proper serialization
|
||||
{
|
||||
public string Solution { get; }
|
||||
public string[] Targets { get; }
|
||||
public string Configuration { get; }
|
||||
public Array<string> CustomProperties { get; } = new Array<string>(); // TODO Use List once we have proper serialization
|
||||
|
||||
|
@ -38,9 +39,10 @@ namespace GodotTools
|
|||
{
|
||||
}
|
||||
|
||||
public BuildInfo(string solution, string configuration)
|
||||
public BuildInfo(string solution, string[] targets, string configuration)
|
||||
{
|
||||
Solution = solution;
|
||||
Targets = targets;
|
||||
Configuration = configuration;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -18,17 +18,11 @@ namespace GodotTools
|
|||
public const string PropNameMSBuildMono = "MSBuild (Mono)";
|
||||
public const string PropNameMSBuildVs = "MSBuild (VS Build Tools)";
|
||||
public const string PropNameMSBuildJetBrains = "MSBuild (JetBrains Rider)";
|
||||
public const string PropNameDotnetCli = "dotnet CLI";
|
||||
|
||||
public const string MsBuildIssuesFileName = "msbuild_issues.csv";
|
||||
public const string MsBuildLogFileName = "msbuild_log.txt";
|
||||
|
||||
public enum BuildTool
|
||||
{
|
||||
MsBuildMono,
|
||||
MsBuildVs,
|
||||
JetBrainsMsBuild
|
||||
}
|
||||
|
||||
private static void RemoveOldIssuesFile(BuildInfo buildInfo)
|
||||
{
|
||||
var issuesFile = GetIssuesFilePath(buildInfo);
|
||||
|
@ -181,10 +175,12 @@ namespace GodotTools
|
|||
{
|
||||
pr.Step("Building project solution", 0);
|
||||
|
||||
var buildInfo = new BuildInfo(GodotSharpDirs.ProjectSlnPath, config);
|
||||
var buildInfo = new BuildInfo(GodotSharpDirs.ProjectSlnPath, targets: new[] {"Restore", "Build"}, config);
|
||||
|
||||
bool escapeNeedsDoubleBackslash = buildTool == BuildTool.MsBuildMono || buildTool == BuildTool.DotnetCli;
|
||||
|
||||
// Add Godot defines
|
||||
string constants = buildTool != BuildTool.MsBuildMono ? "GodotDefineConstants=\"" : "GodotDefineConstants=\\\"";
|
||||
string constants = !escapeNeedsDoubleBackslash ? "GodotDefineConstants=\"" : "GodotDefineConstants=\\\"";
|
||||
|
||||
foreach (var godotDefine in godotDefines)
|
||||
constants += $"GODOT_{godotDefine.ToUpper().Replace("-", "_").Replace(" ", "_").Replace(";", "_")};";
|
||||
|
@ -192,7 +188,7 @@ namespace GodotTools
|
|||
if (Internal.GodotIsRealTDouble())
|
||||
constants += "GODOT_REAL_T_IS_DOUBLE;";
|
||||
|
||||
constants += buildTool != BuildTool.MsBuildMono ? "\"" : "\\\"";
|
||||
constants += !escapeNeedsDoubleBackslash ? "\"" : "\\\"";
|
||||
|
||||
buildInfo.CustomProperties.Add(constants);
|
||||
|
||||
|
@ -250,20 +246,44 @@ namespace GodotTools
|
|||
{
|
||||
// Build tool settings
|
||||
var editorSettings = GodotSharpEditor.Instance.GetEditorInterface().GetEditorSettings();
|
||||
var msbuild = BuildTool.MsBuildMono;
|
||||
if (OS.IsWindows)
|
||||
msbuild = RiderPathManager.IsExternalEditorSetToRider(editorSettings) ? BuildTool.JetBrainsMsBuild : BuildTool.MsBuildVs;
|
||||
|
||||
EditorDef("mono/builds/build_tool", msbuild);
|
||||
BuildTool msbuildDefault;
|
||||
|
||||
if (OS.IsWindows)
|
||||
{
|
||||
if (RiderPathManager.IsExternalEditorSetToRider(editorSettings))
|
||||
msbuildDefault = BuildTool.JetBrainsMsBuild;
|
||||
else
|
||||
msbuildDefault = !string.IsNullOrEmpty(OS.PathWhich("dotnet")) ? BuildTool.DotnetCli : BuildTool.MsBuildVs;
|
||||
}
|
||||
else
|
||||
{
|
||||
msbuildDefault = !string.IsNullOrEmpty(OS.PathWhich("dotnet")) ? BuildTool.DotnetCli : BuildTool.MsBuildMono;
|
||||
}
|
||||
|
||||
EditorDef("mono/builds/build_tool", msbuildDefault);
|
||||
|
||||
string hintString;
|
||||
|
||||
if (OS.IsWindows)
|
||||
{
|
||||
hintString = $"{PropNameMSBuildMono}:{(int)BuildTool.MsBuildMono}," +
|
||||
$"{PropNameMSBuildVs}:{(int)BuildTool.MsBuildVs}," +
|
||||
$"{PropNameMSBuildJetBrains}:{(int)BuildTool.JetBrainsMsBuild}," +
|
||||
$"{PropNameDotnetCli}:{(int)BuildTool.DotnetCli}";
|
||||
}
|
||||
else
|
||||
{
|
||||
hintString = $"{PropNameMSBuildMono}:{(int)BuildTool.MsBuildMono}," +
|
||||
$"{PropNameDotnetCli}:{(int)BuildTool.DotnetCli}";
|
||||
}
|
||||
|
||||
editorSettings.AddPropertyInfo(new Godot.Collections.Dictionary
|
||||
{
|
||||
["type"] = Godot.Variant.Type.Int,
|
||||
["name"] = "mono/builds/build_tool",
|
||||
["hint"] = Godot.PropertyHint.Enum,
|
||||
["hint_string"] = OS.IsWindows ?
|
||||
$"{PropNameMSBuildMono},{PropNameMSBuildVs},{PropNameMSBuildJetBrains}" :
|
||||
$"{PropNameMSBuildMono}"
|
||||
["hint_string"] = hintString
|
||||
});
|
||||
|
||||
EditorDef("mono/builds/print_build_output", false);
|
||||
|
|
|
@ -461,6 +461,9 @@ namespace GodotTools
|
|||
// Make sure the existing project has Api assembly references configured correctly
|
||||
ProjectUtils.FixApiHintPath(msbuildProject);
|
||||
|
||||
// Make sure the existing project references the Microsoft.NETFramework.ReferenceAssemblies nuget package
|
||||
ProjectUtils.EnsureHasNugetNetFrameworkRefAssemblies(msbuildProject);
|
||||
|
||||
if (msbuildProject.HasUnsavedChanges)
|
||||
{
|
||||
// Save a copy of the project before replacing it
|
||||
|
|
|
@ -17,6 +17,7 @@
|
|||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<PackageReference Include="JetBrains.Annotations" Version="2019.1.3.0" ExcludeAssets="runtime" PrivateAssets="all" />
|
||||
<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies" Version="1.0.0" PrivateAssets="All" />
|
||||
<PackageReference Include="Newtonsoft.Json" Version="12.0.3" />
|
||||
<Reference Include="GodotSharp">
|
||||
<HintPath>$(GodotApiAssembliesDir)/GodotSharp.dll</HintPath>
|
||||
|
|
|
@ -30,6 +30,7 @@
|
|||
<ConsolePause>false</ConsolePause>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies" Version="1.0.0" PrivateAssets="All" />
|
||||
<Reference Include="System" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
|
|
|
@ -30,6 +30,7 @@
|
|||
<ConsolePause>false</ConsolePause>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies" Version="1.0.0" PrivateAssets="All" />
|
||||
<Reference Include="System" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
|
|
Loading…
Reference in a new issue