/*************************************************************************/ /* godotsharp_builds.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "godotsharp_builds.h" #include "core/vector.h" #include "main/main.h" #include "../glue/cs_glue_version.gen.h" #include "../godotsharp_dirs.h" #include "../mono_gd/gd_mono_class.h" #include "../mono_gd/gd_mono_marshal.h" #include "../utils/path_utils.h" #include "bindings_generator.h" #include "csharp_project.h" #include "godotsharp_editor.h" #define PROP_NAME_MSBUILD_MONO "MSBuild (Mono)" #define PROP_NAME_MSBUILD_VS "MSBuild (VS Build Tools)" #define PROP_NAME_XBUILD "xbuild (Deprecated)" void godot_icall_BuildInstance_ExitCallback(MonoString *p_solution, MonoString *p_config, int p_exit_code) { String solution = GDMonoMarshal::mono_string_to_godot(p_solution); String config = GDMonoMarshal::mono_string_to_godot(p_config); GodotSharpBuilds::get_singleton()->build_exit_callback(MonoBuildInfo(solution, config), p_exit_code); } static Vector _get_msbuild_hint_dirs() { Vector ret; #ifdef OSX_ENABLED ret.push_back("/Library/Frameworks/Mono.framework/Versions/Current/bin/"); ret.push_back("/usr/local/var/homebrew/linked/mono/bin/"); #endif ret.push_back("/opt/novell/mono/bin/"); return ret; } #ifdef UNIX_ENABLED String _find_build_engine_on_unix(const String &p_name) { String ret = path_which(p_name); if (ret.length()) return ret; String ret_fallback = path_which(p_name + ".exe"); if (ret_fallback.length()) return ret_fallback; static Vector locations = _get_msbuild_hint_dirs(); for (int i = 0; i < locations.size(); i++) { String hint_path = locations[i] + p_name; if (FileAccess::exists(hint_path)) { return hint_path; } } return String(); } #endif MonoString *godot_icall_BuildInstance_get_MSBuildPath() { GodotSharpBuilds::BuildTool build_tool = GodotSharpBuilds::BuildTool(int(EditorSettings::get_singleton()->get("mono/builds/build_tool"))); #if defined(WINDOWS_ENABLED) switch (build_tool) { case GodotSharpBuilds::MSBUILD_VS: { static String msbuild_tools_path; if (msbuild_tools_path.empty() || !FileAccess::exists(msbuild_tools_path)) { // Try to search it again if it wasn't found last time or if it was removed from its location msbuild_tools_path = MonoRegUtils::find_msbuild_tools_path(); } if (msbuild_tools_path.length()) { if (!msbuild_tools_path.ends_with("\\")) msbuild_tools_path += "\\"; return GDMonoMarshal::mono_string_from_godot(msbuild_tools_path + "MSBuild.exe"); } print_verbose("Cannot find executable for '" PROP_NAME_MSBUILD_VS "'. Trying with '" PROP_NAME_MSBUILD_MONO "'..."); } // FALL THROUGH case GodotSharpBuilds::MSBUILD_MONO: { String msbuild_path = GDMono::get_singleton()->get_mono_reg_info().bin_dir.plus_file("msbuild.bat"); if (!FileAccess::exists(msbuild_path)) { WARN_PRINTS("Cannot find executable for '" PROP_NAME_MSBUILD_MONO "'. Tried with path: " + msbuild_path); } return GDMonoMarshal::mono_string_from_godot(msbuild_path); } break; case GodotSharpBuilds::XBUILD: { String xbuild_path = GDMono::get_singleton()->get_mono_reg_info().bin_dir.plus_file("xbuild.bat"); if (!FileAccess::exists(xbuild_path)) { WARN_PRINTS("Cannot find executable for '" PROP_NAME_XBUILD "'. Tried with path: " + xbuild_path); } return GDMonoMarshal::mono_string_from_godot(xbuild_path); } break; default: ERR_EXPLAIN("You don't deserve to live"); CRASH_NOW(); } #elif defined(UNIX_ENABLED) static String msbuild_path; static String xbuild_path; if (build_tool == GodotSharpBuilds::XBUILD) { if (xbuild_path.empty() || !FileAccess::exists(xbuild_path)) { // Try to search it again if it wasn't found last time or if it was removed from its location xbuild_path = _find_build_engine_on_unix("msbuild"); } if (xbuild_path.empty()) { WARN_PRINT("Cannot find binary for '" PROP_NAME_XBUILD "'"); return NULL; } } else { if (msbuild_path.empty() || !FileAccess::exists(msbuild_path)) { // Try to search it again if it wasn't found last time or if it was removed from its location msbuild_path = _find_build_engine_on_unix("msbuild"); } if (msbuild_path.empty()) { WARN_PRINT("Cannot find binary for '" PROP_NAME_MSBUILD_MONO "'"); return NULL; } } return GDMonoMarshal::mono_string_from_godot(build_tool != GodotSharpBuilds::XBUILD ? msbuild_path : xbuild_path); #else (void)build_tool; // UNUSED ERR_EXPLAIN("Not implemented on this platform"); ERR_FAIL_V(NULL); #endif } MonoString *godot_icall_BuildInstance_get_FrameworkPath() { #if defined(WINDOWS_ENABLED) const MonoRegInfo &mono_reg_info = GDMono::get_singleton()->get_mono_reg_info(); if (mono_reg_info.assembly_dir.length()) { String framework_path = path_join(mono_reg_info.assembly_dir, "mono", "4.5"); return GDMonoMarshal::mono_string_from_godot(framework_path); } ERR_EXPLAIN("Cannot find Mono's assemblies directory in the registry"); ERR_FAIL_V(NULL); #else return NULL; #endif } MonoString *godot_icall_BuildInstance_get_MonoWindowsBinDir() { #if defined(WINDOWS_ENABLED) const MonoRegInfo &mono_reg_info = GDMono::get_singleton()->get_mono_reg_info(); if (mono_reg_info.bin_dir.length()) { return GDMonoMarshal::mono_string_from_godot(mono_reg_info.bin_dir); } ERR_EXPLAIN("Cannot find Mono's binaries directory in the registry"); ERR_FAIL_V(NULL); #else return NULL; #endif } MonoBoolean godot_icall_BuildInstance_get_UsingMonoMSBuildOnWindows() { #if defined(WINDOWS_ENABLED) return GodotSharpBuilds::BuildTool(int(EditorSettings::get_singleton()->get("mono/builds/build_tool"))) == GodotSharpBuilds::MSBUILD_MONO; #else return false; #endif } void GodotSharpBuilds::register_internal_calls() { static bool registered = false; ERR_FAIL_COND(registered); registered = true; mono_add_internal_call("GodotSharpTools.Build.BuildSystem::godot_icall_BuildInstance_ExitCallback", (void *)godot_icall_BuildInstance_ExitCallback); mono_add_internal_call("GodotSharpTools.Build.BuildInstance::godot_icall_BuildInstance_get_MSBuildPath", (void *)godot_icall_BuildInstance_get_MSBuildPath); mono_add_internal_call("GodotSharpTools.Build.BuildInstance::godot_icall_BuildInstance_get_FrameworkPath", (void *)godot_icall_BuildInstance_get_FrameworkPath); mono_add_internal_call("GodotSharpTools.Build.BuildInstance::godot_icall_BuildInstance_get_MonoWindowsBinDir", (void *)godot_icall_BuildInstance_get_MonoWindowsBinDir); mono_add_internal_call("GodotSharpTools.Build.BuildInstance::godot_icall_BuildInstance_get_UsingMonoMSBuildOnWindows", (void *)godot_icall_BuildInstance_get_UsingMonoMSBuildOnWindows); } void GodotSharpBuilds::show_build_error_dialog(const String &p_message) { GodotSharpEditor::get_singleton()->show_error_dialog(p_message, "Build error"); MonoBottomPanel::get_singleton()->show_build_tab(); } bool GodotSharpBuilds::build_api_sln(const String &p_api_sln_dir, const String &p_config) { String api_sln_file = p_api_sln_dir.plus_file(API_SOLUTION_NAME ".sln"); String core_api_assembly_dir = p_api_sln_dir.plus_file(CORE_API_ASSEMBLY_NAME).plus_file("bin").plus_file(p_config); String core_api_assembly_file = core_api_assembly_dir.plus_file(CORE_API_ASSEMBLY_NAME ".dll"); String editor_api_assembly_dir = p_api_sln_dir.plus_file(EDITOR_API_ASSEMBLY_NAME).plus_file("bin").plus_file(p_config); String editor_api_assembly_file = editor_api_assembly_dir.plus_file(EDITOR_API_ASSEMBLY_NAME ".dll"); if (!FileAccess::exists(core_api_assembly_file) || !FileAccess::exists(editor_api_assembly_file)) { MonoBuildInfo api_build_info(api_sln_file, p_config); // TODO Replace this global NoWarn with '#pragma warning' directives on generated files, // once we start to actively document manually maintained C# classes api_build_info.custom_props.push_back("NoWarn=1591"); // Ignore missing documentation warnings if (!GodotSharpBuilds::get_singleton()->build(api_build_info)) { show_build_error_dialog("Failed to build " API_SOLUTION_NAME " solution."); return false; } } return true; } bool GodotSharpBuilds::copy_api_assembly(const String &p_src_dir, const String &p_dst_dir, const String &p_assembly_name, APIAssembly::Type p_api_type) { // Create destination directory if needed if (!DirAccess::exists(p_dst_dir)) { DirAccess *da = DirAccess::create_for_path(p_dst_dir); Error err = da->make_dir_recursive(p_dst_dir); memdelete(da); if (err != OK) { show_build_error_dialog("Failed to create destination directory for the API assemblies. Error: " + itos(err)); return false; } } String assembly_file = p_assembly_name + ".dll"; String assembly_src = p_src_dir.plus_file(assembly_file); String assembly_dst = p_dst_dir.plus_file(assembly_file); if (!FileAccess::exists(assembly_dst) || FileAccess::get_modified_time(assembly_src) > FileAccess::get_modified_time(assembly_dst) || GDMono::get_singleton()->metadata_is_api_assembly_invalidated(p_api_type)) { DirAccessRef da = DirAccess::create(DirAccess::ACCESS_FILESYSTEM); String xml_file = p_assembly_name + ".xml"; if (da->copy(p_src_dir.plus_file(xml_file), p_dst_dir.plus_file(xml_file)) != OK) WARN_PRINTS("Failed to copy " + xml_file); String pdb_file = p_assembly_name + ".pdb"; if (da->copy(p_src_dir.plus_file(pdb_file), p_dst_dir.plus_file(pdb_file)) != OK) WARN_PRINTS("Failed to copy " + pdb_file); Error err = da->copy(assembly_src, assembly_dst); if (err != OK) { show_build_error_dialog("Failed to copy " + assembly_file); return false; } GDMono::get_singleton()->metadata_set_api_assembly_invalidated(p_api_type, false); } return true; } String GodotSharpBuilds::_api_folder_name(APIAssembly::Type p_api_type) { uint64_t api_hash = p_api_type == APIAssembly::API_CORE ? GDMono::get_singleton()->get_api_core_hash() : GDMono::get_singleton()->get_api_editor_hash(); return String::num_uint64(api_hash) + "_" + String::num_uint64(BindingsGenerator::get_version()) + "_" + String::num_uint64(CS_GLUE_VERSION); } bool GodotSharpBuilds::make_api_assembly(APIAssembly::Type p_api_type) { String api_name = p_api_type == APIAssembly::API_CORE ? CORE_API_ASSEMBLY_NAME : EDITOR_API_ASSEMBLY_NAME; String editor_prebuilt_api_dir = GodotSharpDirs::get_data_editor_prebuilt_api_dir(); String res_assemblies_dir = GodotSharpDirs::get_res_assemblies_dir(); if (FileAccess::exists(editor_prebuilt_api_dir.plus_file(api_name + ".dll"))) { EditorProgress pr("mono_copy_prebuilt_api_assembly", "Copying prebuilt " + api_name + " assembly...", 1); pr.step("Copying " + api_name + " assembly", 0); return GodotSharpBuilds::copy_api_assembly(editor_prebuilt_api_dir, res_assemblies_dir, api_name, p_api_type); } String api_build_config = "Release"; EditorProgress pr("mono_build_release_" API_SOLUTION_NAME, "Building " API_SOLUTION_NAME " solution...", 3); pr.step("Generating " API_SOLUTION_NAME " solution", 0); String api_sln_dir = GodotSharpDirs::get_mono_solutions_dir() .plus_file(_api_folder_name(APIAssembly::API_CORE)); String api_sln_file = api_sln_dir.plus_file(API_SOLUTION_NAME ".sln"); if (!DirAccess::exists(api_sln_dir) || !FileAccess::exists(api_sln_file)) { BindingsGenerator *gen = BindingsGenerator::get_singleton(); bool gen_verbose = OS::get_singleton()->is_stdout_verbose(); Error err = gen->generate_cs_api(api_sln_dir, gen_verbose); if (err != OK) { show_build_error_dialog("Failed to generate " API_SOLUTION_NAME " solution. Error: " + itos(err)); return false; } } pr.step("Building " API_SOLUTION_NAME " solution", 1); if (!GodotSharpBuilds::build_api_sln(api_sln_dir, api_build_config)) return false; pr.step("Copying " + api_name + " assembly", 2); // Copy the built assembly to the assemblies directory String api_assembly_dir = api_sln_dir.plus_file(api_name).plus_file("bin").plus_file(api_build_config); if (!GodotSharpBuilds::copy_api_assembly(api_assembly_dir, res_assemblies_dir, api_name, p_api_type)) return false; return true; } bool GodotSharpBuilds::build_project_blocking(const String &p_config) { if (!FileAccess::exists(GodotSharpDirs::get_project_sln_path())) return true; // No solution to build if (!GodotSharpBuilds::make_api_assembly(APIAssembly::API_CORE)) return false; if (!GodotSharpBuilds::make_api_assembly(APIAssembly::API_EDITOR)) return false; EditorProgress pr("mono_project_debug_build", "Building project solution...", 1); pr.step("Building project solution", 0); MonoBuildInfo build_info(GodotSharpDirs::get_project_sln_path(), p_config); if (!GodotSharpBuilds::get_singleton()->build(build_info)) { GodotSharpBuilds::show_build_error_dialog("Failed to build project solution"); return false; } return true; } bool GodotSharpBuilds::editor_build_callback() { if (!FileAccess::exists(GodotSharpDirs::get_project_sln_path())) return true; // No solution to build String scripts_metadata_path_editor = GodotSharpDirs::get_res_metadata_dir().plus_file("scripts_metadata.editor"); String scripts_metadata_path_player = GodotSharpDirs::get_res_metadata_dir().plus_file("scripts_metadata.editor_player"); Error metadata_err = CSharpProject::generate_scripts_metadata(GodotSharpDirs::get_project_csproj_path(), scripts_metadata_path_editor); ERR_FAIL_COND_V(metadata_err != OK, false); if (FileAccess::exists(scripts_metadata_path_editor)) { DirAccessRef da = DirAccess::create(DirAccess::ACCESS_RESOURCES); Error copy_err = da->copy(scripts_metadata_path_editor, scripts_metadata_path_player); ERR_EXPLAIN("Failed to copy scripts metadata file"); ERR_FAIL_COND_V(copy_err != OK, false); } return build_project_blocking("Tools"); } GodotSharpBuilds *GodotSharpBuilds::singleton = NULL; void GodotSharpBuilds::build_exit_callback(const MonoBuildInfo &p_build_info, int p_exit_code) { BuildProcess *match = builds.getptr(p_build_info); ERR_FAIL_NULL(match); BuildProcess &bp = *match; bp.on_exit(p_exit_code); } void GodotSharpBuilds::restart_build(MonoBuildTab *p_build_tab) { } void GodotSharpBuilds::stop_build(MonoBuildTab *p_build_tab) { } bool GodotSharpBuilds::build(const MonoBuildInfo &p_build_info) { BuildProcess *match = builds.getptr(p_build_info); if (match) { BuildProcess &bp = *match; bp.start(true); return bp.exit_code == 0; } else { BuildProcess bp = BuildProcess(p_build_info); bp.start(true); builds.set(p_build_info, bp); return bp.exit_code == 0; } } bool GodotSharpBuilds::build_async(const MonoBuildInfo &p_build_info, GodotSharpBuild_ExitCallback p_callback) { BuildProcess *match = builds.getptr(p_build_info); if (match) { BuildProcess &bp = *match; bp.start(); return !bp.exited; // failed to start } else { BuildProcess bp = BuildProcess(p_build_info, p_callback); bp.start(); builds.set(p_build_info, bp); return !bp.exited; // failed to start } } GodotSharpBuilds::GodotSharpBuilds() { singleton = this; EditorNode::get_singleton()->add_build_callback(&GodotSharpBuilds::editor_build_callback); // Build tool settings EditorSettings *ed_settings = EditorSettings::get_singleton(); EDITOR_DEF("mono/builds/build_tool", MSBUILD_MONO); ed_settings->add_property_hint(PropertyInfo(Variant::INT, "mono/builds/build_tool", PROPERTY_HINT_ENUM, PROP_NAME_MSBUILD_MONO #ifdef WINDOWS_ENABLED "," PROP_NAME_MSBUILD_VS #endif "," PROP_NAME_XBUILD)); } GodotSharpBuilds::~GodotSharpBuilds() { singleton = NULL; } void GodotSharpBuilds::BuildProcess::on_exit(int p_exit_code) { exited = true; exit_code = p_exit_code; build_tab->on_build_exit(p_exit_code == 0 ? MonoBuildTab::RESULT_SUCCESS : MonoBuildTab::RESULT_ERROR); build_instance.unref(); if (exit_callback) exit_callback(exit_code); } void GodotSharpBuilds::BuildProcess::start(bool p_blocking) { _GDMONO_SCOPE_DOMAIN_(TOOLS_DOMAIN) exit_code = -1; String log_dirpath = build_info.get_log_dirpath(); if (build_tab) { build_tab->on_build_start(); } else { build_tab = memnew(MonoBuildTab(build_info, log_dirpath)); MonoBottomPanel::get_singleton()->add_build_tab(build_tab); } if (p_blocking) { // Required in order to update the build tasks list Main::iteration(); } if (!exited) { exited = true; String message = "Tried to start build process, but it is already running"; build_tab->on_build_exec_failed(message); ERR_EXPLAIN(message); ERR_FAIL(); } exited = false; // Remove old issues file String issues_file = get_msbuild_issues_filename(); DirAccessRef d = DirAccess::create_for_path(log_dirpath); if (d->file_exists(issues_file)) { Error err = d->remove(issues_file); if (err != OK) { exited = true; String file_path = ProjectSettings::get_singleton()->localize_path(log_dirpath).plus_file(issues_file); String message = "Cannot remove issues file: " + file_path; build_tab->on_build_exec_failed(message); ERR_EXPLAIN(message); ERR_FAIL(); } } GDMonoClass *klass = GDMono::get_singleton()->get_editor_tools_assembly()->get_class("GodotSharpTools.Build", "BuildInstance"); MonoObject *mono_object = mono_object_new(mono_domain_get(), klass->get_mono_ptr()); // Construct Variant solution = build_info.solution; Variant config = build_info.configuration; const Variant *ctor_args[2] = { &solution, &config }; MonoException *exc = NULL; GDMonoMethod *ctor = klass->get_method(".ctor", 2); ctor->invoke(mono_object, ctor_args, &exc); if (exc) { exited = true; GDMonoUtils::debug_unhandled_exception(exc); String message = "The build constructor threw an exception.\n" + GDMonoUtils::get_exception_name_and_message(exc); build_tab->on_build_exec_failed(message); ERR_EXPLAIN(message); ERR_FAIL(); } // Call Build String logger_assembly_path = GDMono::get_singleton()->get_editor_tools_assembly()->get_path(); Variant logger_assembly = ProjectSettings::get_singleton()->globalize_path(logger_assembly_path); Variant logger_output_dir = log_dirpath; Variant custom_props = build_info.custom_props; const Variant *args[3] = { &logger_assembly, &logger_output_dir, &custom_props }; exc = NULL; GDMonoMethod *build_method = klass->get_method(p_blocking ? "Build" : "BuildAsync", 3); build_method->invoke(mono_object, args, &exc); if (exc) { exited = true; GDMonoUtils::debug_unhandled_exception(exc); String message = "The build method threw an exception.\n" + GDMonoUtils::get_exception_name_and_message(exc); build_tab->on_build_exec_failed(message); ERR_EXPLAIN(message); ERR_FAIL(); } // Build returned if (p_blocking) { exited = true; exit_code = klass->get_field("exitCode")->get_int_value(mono_object); if (exit_code != 0) { String log_filepath = build_info.get_log_dirpath().plus_file(get_msbuild_log_filename()); print_verbose("MSBuild exited with code: " + itos(exit_code) + ". Log file: " + log_filepath); } build_tab->on_build_exit(exit_code == 0 ? MonoBuildTab::RESULT_SUCCESS : MonoBuildTab::RESULT_ERROR); } else { build_instance = MonoGCHandle::create_strong(mono_object); exited = false; } } GodotSharpBuilds::BuildProcess::BuildProcess(const MonoBuildInfo &p_build_info, GodotSharpBuild_ExitCallback p_callback) : build_info(p_build_info), build_tab(NULL), exit_callback(p_callback), exited(true), exit_code(-1) { }