#!/usr/bin/python3 import os import os.path import shlex import subprocess from dataclasses import dataclass from typing import List, Optional def find_dotnet_cli(): if os.name == "nt": for hint_dir in os.environ["PATH"].split(os.pathsep): hint_dir = hint_dir.strip('"') hint_path = os.path.join(hint_dir, "dotnet") if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK): return hint_path if os.path.isfile(hint_path + ".exe") and os.access(hint_path + ".exe", os.X_OK): return hint_path + ".exe" else: for hint_dir in os.environ["PATH"].split(os.pathsep): hint_dir = hint_dir.strip('"') hint_path = os.path.join(hint_dir, "dotnet") if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK): return hint_path def find_msbuild_standalone_windows(): msbuild_tools_path = find_msbuild_tools_path_reg() if msbuild_tools_path: return os.path.join(msbuild_tools_path, "MSBuild.exe") return None def find_msbuild_mono_windows(mono_prefix): assert mono_prefix is not None mono_bin_dir = os.path.join(mono_prefix, "bin") msbuild_mono = os.path.join(mono_bin_dir, "msbuild.bat") if os.path.isfile(msbuild_mono): return msbuild_mono return None def find_msbuild_mono_unix(): import sys hint_dirs = [] if sys.platform == "darwin": hint_dirs[:0] = [ "/Library/Frameworks/Mono.framework/Versions/Current/bin", "/usr/local/var/homebrew/linked/mono/bin", ] for hint_dir in hint_dirs: hint_path = os.path.join(hint_dir, "msbuild") if os.path.isfile(hint_path): return hint_path elif os.path.isfile(hint_path + ".exe"): return hint_path + ".exe" for hint_dir in os.environ["PATH"].split(os.pathsep): hint_dir = hint_dir.strip('"') hint_path = os.path.join(hint_dir, "msbuild") if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK): return hint_path if os.path.isfile(hint_path + ".exe") and os.access(hint_path + ".exe", os.X_OK): return hint_path + ".exe" return None def find_msbuild_tools_path_reg(): import subprocess program_files = os.getenv("PROGRAMFILES(X86)") if not program_files: program_files = os.getenv("PROGRAMFILES") vswhere = os.path.join(program_files, "Microsoft Visual Studio", "Installer", "vswhere.exe") vswhere_args = ["-latest", "-products", "*", "-requires", "Microsoft.Component.MSBuild"] try: lines = subprocess.check_output([vswhere] + vswhere_args).splitlines() for line in lines: parts = line.decode("utf-8").split(":", 1) if len(parts) < 2 or parts[0] != "installationPath": continue val = parts[1].strip() if not val: raise ValueError("Value of `installationPath` entry is empty") # Since VS2019, the directory is simply named "Current" msbuild_dir = os.path.join(val, "MSBuild", "Current", "Bin") if os.path.isdir(msbuild_dir): return msbuild_dir # Directory name "15.0" is used in VS 2017 return os.path.join(val, "MSBuild", "15.0", "Bin") raise ValueError("Cannot find `installationPath` entry") except ValueError as e: print("Error reading output from vswhere: " + str(e)) except OSError: pass # Fine, vswhere not found except (subprocess.CalledProcessError, OSError): pass @dataclass class ToolsLocation: dotnet_cli: str = "" msbuild_standalone: str = "" msbuild_mono: str = "" mono_bin_dir: str = "" def find_any_msbuild_tool(mono_prefix): # Preference order: dotnet CLI > Standalone MSBuild > Mono's MSBuild # Find dotnet CLI dotnet_cli = find_dotnet_cli() if dotnet_cli: return ToolsLocation(dotnet_cli=dotnet_cli) # Find standalone MSBuild if os.name == "nt": msbuild_standalone = find_msbuild_standalone_windows() if msbuild_standalone: return ToolsLocation(msbuild_standalone=msbuild_standalone) if mono_prefix: # Find Mono's MSBuild if os.name == "nt": msbuild_mono = find_msbuild_mono_windows(mono_prefix) if msbuild_mono: return ToolsLocation(msbuild_mono=msbuild_mono) else: msbuild_mono = find_msbuild_mono_unix() if msbuild_mono: return ToolsLocation(msbuild_mono=msbuild_mono) return None def run_msbuild(tools: ToolsLocation, sln: str, chdir_to: str, msbuild_args: Optional[List[str]] = None): using_msbuild_mono = False # Preference order: dotnet CLI > Standalone MSBuild > Mono's MSBuild if tools.dotnet_cli: args = [tools.dotnet_cli, "msbuild"] elif tools.msbuild_standalone: args = [tools.msbuild_standalone] elif tools.msbuild_mono: args = [tools.msbuild_mono] using_msbuild_mono = True else: raise RuntimeError("Path to MSBuild or dotnet CLI not provided.") args += [sln] if msbuild_args: args += msbuild_args print("Running MSBuild: ", " ".join(shlex.quote(arg) for arg in args), flush=True) msbuild_env = os.environ.copy() # Needed when running from Developer Command Prompt for VS if "PLATFORM" in msbuild_env: del msbuild_env["PLATFORM"] if using_msbuild_mono: # The (Csc/Vbc/Fsc)ToolExe environment variables are required when # building with Mono's MSBuild. They must point to the batch files # in Mono's bin directory to make sure they are executed with Mono. msbuild_env.update( { "CscToolExe": os.path.join(tools.mono_bin_dir, "csc.bat"), "VbcToolExe": os.path.join(tools.mono_bin_dir, "vbc.bat"), "FscToolExe": os.path.join(tools.mono_bin_dir, "fsharpc.bat"), } ) # We want to control cwd when running msbuild, because that's where the search for global.json begins. return subprocess.call(args, env=msbuild_env, cwd=chdir_to) def build_godot_api(msbuild_tool, module_dir, output_dir, push_nupkgs_local, precision, no_deprecated): target_filenames = [ "GodotSharp.dll", "GodotSharp.pdb", "GodotSharp.xml", "GodotSharpEditor.dll", "GodotSharpEditor.pdb", "GodotSharpEditor.xml", "GodotPlugins.dll", "GodotPlugins.pdb", "GodotPlugins.runtimeconfig.json", ] for build_config in ["Debug", "Release"]: editor_api_dir = os.path.join(output_dir, "GodotSharp", "Api", build_config) targets = [os.path.join(editor_api_dir, filename) for filename in target_filenames] args = ["/restore", "/t:Build", "/p:Configuration=" + build_config, "/p:NoWarn=1591"] if push_nupkgs_local: args += ["/p:ClearNuGetLocalCache=true", "/p:PushNuGetToLocalSource=" + push_nupkgs_local] if precision == "double": args += ["/p:GodotFloat64=true"] if no_deprecated: args += ["/p:GodotNoDeprecated=true"] sln = os.path.join(module_dir, "glue/GodotSharp/GodotSharp.sln") exit_code = run_msbuild(msbuild_tool, sln=sln, chdir_to=module_dir, msbuild_args=args) if exit_code != 0: return exit_code # Copy targets core_src_dir = os.path.abspath(os.path.join(sln, os.pardir, "GodotSharp", "bin", build_config)) editor_src_dir = os.path.abspath(os.path.join(sln, os.pardir, "GodotSharpEditor", "bin", build_config)) plugins_src_dir = os.path.abspath(os.path.join(sln, os.pardir, "GodotPlugins", "bin", build_config, "net6.0")) if not os.path.isdir(editor_api_dir): assert not os.path.isfile(editor_api_dir) os.makedirs(editor_api_dir) def copy_target(target_path): from shutil import copy filename = os.path.basename(target_path) src_path = os.path.join(core_src_dir, filename) if not os.path.isfile(src_path): src_path = os.path.join(editor_src_dir, filename) if not os.path.isfile(src_path): src_path = os.path.join(plugins_src_dir, filename) print(f"Copying assembly to {target_path}...") copy(src_path, target_path) for scons_target in targets: copy_target(scons_target) return 0 def generate_sdk_package_versions(): # I can't believe importing files in Python is so convoluted when not # following the golden standard for packages/modules. import os import sys from os.path import dirname # We want ../../../methods.py. script_path = dirname(os.path.abspath(__file__)) root_path = dirname(dirname(dirname(script_path))) sys.path.insert(0, root_path) from methods import get_version_info version_info = get_version_info("") sys.path.remove(root_path) version_str = "{major}.{minor}.{patch}".format(**version_info) version_status = version_info["status"] if version_status != "stable": # Pre-release # If version was overridden to be e.g. "beta3", we insert a dot between # "beta" and "3" to follow SemVer 2.0. import re match = re.search(r"[\d]+$", version_status) if match: pos = match.start() version_status = version_status[:pos] + "." + version_status[pos:] version_str += "-" + version_status import version version_defines = ( [ f"GODOT{version.major}", f"GODOT{version.major}_{version.minor}", f"GODOT{version.major}_{version.minor}_{version.patch}", ] + [f"GODOT{v}_OR_GREATER" for v in range(4, version.major + 1)] + [f"GODOT{version.major}_{v}_OR_GREATER" for v in range(0, version.minor + 1)] + [f"GODOT{version.major}_{version.minor}_{v}_OR_GREATER" for v in range(0, version.patch + 1)] ) props = """ {0} {0} {0} {1} """.format(version_str, ";".join(version_defines)) # We write in ../SdkPackageVersions.props. with open(os.path.join(dirname(script_path), "SdkPackageVersions.props"), "w", encoding="utf-8", newline="\n") as f: f.write(props) # Also write the versioned docs URL to a constant for the Source Generators. constants = """namespace Godot.SourceGenerators {{ // TODO: This is currently disabled because of https://github.com/dotnet/roslyn/issues/52904 #pragma warning disable IDE0040 // Add accessibility modifiers. partial class Common {{ public const string VersionDocsUrl = "https://docs.godotengine.org/en/{docs_branch}"; }} }} """.format(**version_info) generators_dir = os.path.join( dirname(script_path), "editor", "Godot.NET.Sdk", "Godot.SourceGenerators", "Generated", ) os.makedirs(generators_dir, exist_ok=True) with open(os.path.join(generators_dir, "Common.Constants.cs"), "w", encoding="utf-8", newline="\n") as f: f.write(constants) def build_all( msbuild_tool, module_dir, output_dir, godot_platform, dev_debug, push_nupkgs_local, precision, no_deprecated ): # Generate SdkPackageVersions.props and VersionDocsUrl constant generate_sdk_package_versions() # Godot API exit_code = build_godot_api(msbuild_tool, module_dir, output_dir, push_nupkgs_local, precision, no_deprecated) if exit_code != 0: return exit_code # GodotTools sln = os.path.join(module_dir, "editor/GodotTools/GodotTools.sln") args = ["/restore", "/t:Build", "/p:Configuration=" + ("Debug" if dev_debug else "Release")] + ( ["/p:GodotPlatform=" + godot_platform] if godot_platform else [] ) if push_nupkgs_local: args += ["/p:ClearNuGetLocalCache=true", "/p:PushNuGetToLocalSource=" + push_nupkgs_local] if precision == "double": args += ["/p:GodotFloat64=true"] exit_code = run_msbuild(msbuild_tool, sln=sln, chdir_to=module_dir, msbuild_args=args) if exit_code != 0: return exit_code # Godot.NET.Sdk args = ["/restore", "/t:Build", "/p:Configuration=Release"] if push_nupkgs_local: args += ["/p:ClearNuGetLocalCache=true", "/p:PushNuGetToLocalSource=" + push_nupkgs_local] if precision == "double": args += ["/p:GodotFloat64=true"] if no_deprecated: args += ["/p:GodotNoDeprecated=true"] sln = os.path.join(module_dir, "editor/Godot.NET.Sdk/Godot.NET.Sdk.sln") exit_code = run_msbuild(msbuild_tool, sln=sln, chdir_to=module_dir, msbuild_args=args) if exit_code != 0: return exit_code return 0 def main(): import argparse import sys parser = argparse.ArgumentParser(description="Builds all Godot .NET solutions") parser.add_argument("--godot-output-dir", type=str, required=True) parser.add_argument( "--dev-debug", action="store_true", default=False, help="Build GodotTools and Godot.NET.Sdk with 'Configuration=Debug'", ) parser.add_argument("--godot-platform", type=str, default="") parser.add_argument("--mono-prefix", type=str, default="") parser.add_argument("--push-nupkgs-local", type=str, default="") parser.add_argument( "--precision", type=str, default="single", choices=["single", "double"], help="Floating-point precision level" ) parser.add_argument( "--no-deprecated", action="store_true", default=False, help="Build GodotSharp without using deprecated features. This is required, if the engine was built with 'deprecated=no'.", ) args = parser.parse_args() this_script_dir = os.path.dirname(os.path.realpath(__file__)) module_dir = os.path.abspath(os.path.join(this_script_dir, os.pardir)) output_dir = os.path.abspath(args.godot_output_dir) push_nupkgs_local = os.path.abspath(args.push_nupkgs_local) if args.push_nupkgs_local else None msbuild_tool = find_any_msbuild_tool(args.mono_prefix) if msbuild_tool is None: print("Unable to find MSBuild") sys.exit(1) exit_code = build_all( msbuild_tool, module_dir, output_dir, args.godot_platform, args.dev_debug, push_nupkgs_local, args.precision, args.no_deprecated, ) sys.exit(exit_code) if __name__ == "__main__": main()