virtualx-engine/modules/mono/editor/godotsharp_export.cpp
Ignacio Etcheverry 9cd24b4f6d C#: Fix trying to build when there's no solution
This would cause errors that shouldn't happen unless there was something to build.
2019-01-18 01:03:15 +01:00

249 lines
10 KiB
C++

/*************************************************************************/
/* godotsharp_export.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_export.h"
#include "core/version.h"
#include "../csharp_script.h"
#include "../godotsharp_defs.h"
#include "../godotsharp_dirs.h"
#include "../mono_gd/gd_mono_class.h"
#include "../mono_gd/gd_mono_marshal.h"
#include "csharp_project.h"
#include "godotsharp_builds.h"
static MonoString *godot_icall_GodotSharpExport_GetTemplatesDir() {
String current_version = VERSION_FULL_CONFIG;
String templates_dir = EditorSettings::get_singleton()->get_templates_dir().plus_file(current_version);
return GDMonoMarshal::mono_string_from_godot(ProjectSettings::get_singleton()->globalize_path(templates_dir));
}
static MonoString *godot_icall_GodotSharpExport_GetDataDirName() {
String appname = ProjectSettings::get_singleton()->get("application/config/name");
String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
return GDMonoMarshal::mono_string_from_godot("data_" + appname_safe);
}
void GodotSharpExport::register_internal_calls() {
static bool registered = false;
ERR_FAIL_COND(registered);
registered = true;
mono_add_internal_call("GodotSharpTools.Editor.GodotSharpExport::GetTemplatesDir", (void *)godot_icall_GodotSharpExport_GetTemplatesDir);
mono_add_internal_call("GodotSharpTools.Editor.GodotSharpExport::GetDataDirName", (void *)godot_icall_GodotSharpExport_GetDataDirName);
}
void GodotSharpExport::_export_file(const String &p_path, const String &p_type, const Set<String> &) {
if (p_type != CSharpLanguage::get_singleton()->get_type())
return;
ERR_FAIL_COND(p_path.get_extension() != CSharpLanguage::get_singleton()->get_extension());
// TODO what if the source file is not part of the game's C# project
if (!GLOBAL_GET("mono/export/include_scripts_content")) {
// We don't want to include the source code on exported games
add_file(p_path, Vector<uint8_t>(), false);
skip();
}
}
void GodotSharpExport::_export_begin(const Set<String> &p_features, bool p_debug, const String &p_path, int p_flags) {
// TODO right now there is no way to stop the export process with an error
ERR_FAIL_COND(!GDMono::get_singleton()->is_runtime_initialized());
ERR_FAIL_NULL(TOOLS_DOMAIN);
ERR_FAIL_NULL(GDMono::get_singleton()->get_editor_tools_assembly());
if (FileAccess::exists(GodotSharpDirs::get_project_sln_path())) {
String build_config = p_debug ? "Debug" : "Release";
String scripts_metadata_path = GodotSharpDirs::get_res_metadata_dir().plus_file("scripts_metadata." + String(p_debug ? "debug" : "release"));
Error metadata_err = CSharpProject::generate_scripts_metadata(GodotSharpDirs::get_project_csproj_path(), scripts_metadata_path);
ERR_FAIL_COND(metadata_err != OK);
ERR_FAIL_COND(!_add_file(scripts_metadata_path, scripts_metadata_path));
ERR_FAIL_COND(!GodotSharpBuilds::build_project_blocking(build_config));
// Add dependency assemblies
Map<String, String> dependencies;
String project_dll_name = ProjectSettings::get_singleton()->get("application/config/name");
if (project_dll_name.empty()) {
project_dll_name = "UnnamedProject";
}
String project_dll_src_dir = GodotSharpDirs::get_res_temp_assemblies_base_dir().plus_file(build_config);
String project_dll_src_path = project_dll_src_dir.plus_file(project_dll_name + ".dll");
dependencies.insert(project_dll_name, project_dll_src_path);
{
MonoDomain *export_domain = GDMonoUtils::create_domain("GodotEngine.ProjectExportDomain");
ERR_FAIL_NULL(export_domain);
_GDMONO_SCOPE_EXIT_DOMAIN_UNLOAD_(export_domain);
_GDMONO_SCOPE_DOMAIN_(export_domain);
GDMonoAssembly *scripts_assembly = NULL;
bool load_success = GDMono::get_singleton()->load_assembly_from(project_dll_name,
project_dll_src_path, &scripts_assembly, /* refonly: */ true);
ERR_EXPLAIN("Cannot load refonly assembly: " + project_dll_name);
ERR_FAIL_COND(!load_success);
Vector<String> search_dirs;
GDMonoAssembly::fill_search_dirs(search_dirs);
Error depend_error = _get_assembly_dependencies(scripts_assembly, search_dirs, dependencies);
ERR_FAIL_COND(depend_error != OK);
}
for (Map<String, String>::Element *E = dependencies.front(); E; E = E->next()) {
String depend_src_path = E->value();
String depend_dst_path = GodotSharpDirs::get_res_assemblies_dir().plus_file(depend_src_path.get_file());
ERR_FAIL_COND(!_add_file(depend_src_path, depend_dst_path));
}
}
// Mono specific export template extras (data dir)
GDMonoClass *export_class = GDMono::get_singleton()->get_editor_tools_assembly()->get_class("GodotSharpTools.Editor", "GodotSharpExport");
ERR_FAIL_NULL(export_class);
GDMonoMethod *export_begin_method = export_class->get_method("_ExportBegin", 4);
ERR_FAIL_NULL(export_begin_method);
MonoArray *features = mono_array_new(mono_domain_get(), CACHED_CLASS_RAW(String), p_features.size());
int i = 0;
for (const Set<String>::Element *E = p_features.front(); E; E = E->next()) {
MonoString *boxed = GDMonoMarshal::mono_string_from_godot(E->get());
mono_array_set(features, MonoString *, i, boxed);
i++;
}
MonoBoolean debug = p_debug;
MonoString *path = GDMonoMarshal::mono_string_from_godot(p_path);
uint32_t flags = p_flags;
void *args[4] = { features, &debug, path, &flags };
MonoException *exc = NULL;
export_begin_method->invoke_raw(NULL, args, &exc);
if (exc) {
GDMonoUtils::debug_print_unhandled_exception(exc);
ERR_FAIL();
}
}
bool GodotSharpExport::_add_file(const String &p_src_path, const String &p_dst_path, bool p_remap) {
FileAccessRef f = FileAccess::open(p_src_path, FileAccess::READ);
ERR_FAIL_COND_V(!f, false);
Vector<uint8_t> data;
data.resize(f->get_len());
f->get_buffer(data.ptrw(), data.size());
add_file(p_dst_path, data, p_remap);
return true;
}
Error GodotSharpExport::_get_assembly_dependencies(GDMonoAssembly *p_assembly, const Vector<String> &p_search_dirs, Map<String, String> &r_dependencies) {
MonoImage *image = p_assembly->get_image();
for (int i = 0; i < mono_image_get_table_rows(image, MONO_TABLE_ASSEMBLYREF); i++) {
MonoAssemblyName *ref_aname = aname_prealloc;
mono_assembly_get_assemblyref(image, i, ref_aname);
String ref_name = mono_assembly_name_get_name(ref_aname);
if (r_dependencies.find(ref_name))
continue;
GDMonoAssembly *ref_assembly = NULL;
String path;
bool has_extension = ref_name.ends_with(".dll") || ref_name.ends_with(".exe");
for (int i = 0; i < p_search_dirs.size(); i++) {
const String &search_dir = p_search_dirs[i];
if (has_extension) {
path = search_dir.plus_file(ref_name);
if (FileAccess::exists(path)) {
GDMono::get_singleton()->load_assembly_from(ref_name.get_basename(), path, &ref_assembly, true);
if (ref_assembly != NULL)
break;
}
} else {
path = search_dir.plus_file(ref_name + ".dll");
if (FileAccess::exists(path)) {
GDMono::get_singleton()->load_assembly_from(ref_name, path, &ref_assembly, true);
if (ref_assembly != NULL)
break;
}
path = search_dir.plus_file(ref_name + ".exe");
if (FileAccess::exists(path)) {
GDMono::get_singleton()->load_assembly_from(ref_name, path, &ref_assembly, true);
if (ref_assembly != NULL)
break;
}
}
}
if (!ref_assembly) {
ERR_EXPLAIN("Cannot load assembly (refonly): " + ref_name);
ERR_FAIL_V(ERR_CANT_RESOLVE);
}
r_dependencies.insert(ref_name, ref_assembly->get_path());
Error err = _get_assembly_dependencies(ref_assembly, p_search_dirs, r_dependencies);
if (err != OK)
return err;
}
return OK;
}
GodotSharpExport::GodotSharpExport() {
// MonoAssemblyName is an incomplete type (internal to mono), so we can't allocate it ourselves.
// There isn't any api to allocate an empty one either, so we need to do it this way.
aname_prealloc = mono_assembly_name_new("whatever");
mono_assembly_name_free(aname_prealloc); // "it does not frees the object itself, only the name members" (typo included)
}
GodotSharpExport::~GodotSharpExport() {
if (aname_prealloc)
mono_free(aname_prealloc);
}