virtualx-engine/modules/mono
Rémi Verschelde 39facb35a0 SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.

New `target` presets
====================

The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:

- `editor`: Replaces `tools=yes target=release_debug`.
  * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
  * Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
  * Defines: `-O3`/`/O2`

New `dev_build` option
======================

The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:

- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
  enables generating debug symbols, does not define `NDEBUG` so `assert()`
  works in thirdparty libraries, adds a `.dev` suffix to the binary name.

Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.

Changed binary names
====================

The name of generated binaries and object files are changed too, to follow
this format:

`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`

For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`

Be sure to update your links/scripts/IDE config accordingly.

More flexible `optimize` and `debug_symbols` options
====================================================

The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:

`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-26 16:31:46 +02:00
..
build_scripts SCons: Unify tools/target build type configuration 2022-09-26 16:31:46 +02:00
doc_classes C#: Begin move to .NET Core 2022-08-22 03:35:59 +02:00
editor Merge pull request #66253 from raulsntos/dotnet/assembly-may-be-null 2022-09-22 18:24:31 +02:00
glue C#: Rename PlusFile to PathJoin 2022-09-19 18:25:29 +02:00
icons
mono_gd C#: Fix module builds for Windows 32-bit with mingw-w64 2022-09-08 20:57:28 +02:00
thirdparty C#: Replace libnethost dependency to find hostfxr 2022-09-07 16:36:36 +02:00
utils Style: Cleanup header guards for consistency 2022-09-26 13:51:17 +02:00
.editorconfig C#: Code cleanup and greatly reduce use of C# pointers 2022-08-22 03:36:51 +02:00
.gitignore C#: Remove IL post-processor build dependency 2022-08-22 03:36:52 +02:00
__init__.py
class_db_api_json.cpp Make enum/constant binds 64-bit. 2022-06-17 16:36:26 +03:00
class_db_api_json.h Update copyright statements to 2022 2022-01-03 21:27:34 +01:00
config.py SCons: Unify tools/target build type configuration 2022-09-26 16:31:46 +02:00
csharp_script.cpp Rename and expose RefCounted::get_reference_count() 2022-09-21 21:18:54 +01:00
csharp_script.h C#: Fix module builds for Windows 32-bit with mingw-w64 2022-09-08 20:57:28 +02:00
Directory.Build.props C#: Make GodotSharp API a NuGet package 2022-08-22 03:36:51 +02:00
Directory.Build.targets C#: Make GodotSharp API a NuGet package 2022-08-22 03:36:51 +02:00
godotsharp_defs.h C#: Ensure native handles are freed after switch to .NET Core 2022-08-22 03:36:51 +02:00
godotsharp_dirs.cpp Rename String plus_file to path_join 2022-08-29 19:38:13 -05:00
godotsharp_dirs.h C#: Use custom project setting for C# project files name 2022-08-22 03:36:52 +02:00
interop_types.h C#: Move marshaling logic and generated glue to C# 2022-08-22 03:35:59 +02:00
managed_callable.cpp C#: Re-implement assembly reloading with ALCs 2022-08-22 03:36:51 +02:00
managed_callable.h C#: Begin move to .NET Core 2022-08-22 03:35:59 +02:00
mono_gc_handle.cpp C#: Begin move to .NET Core 2022-08-22 03:35:59 +02:00
mono_gc_handle.h C#: Add source generator for properties and exports default values 2022-08-22 03:36:51 +02:00
README.md Add float arg to build_assemblies.py 2022-09-04 04:02:39 +09:30
register_types.cpp Refactor module initialization 2022-05-04 17:34:51 +02:00
register_types.h Refactor module initialization 2022-05-04 17:34:51 +02:00
SCsub SCons: Unify tools/target build type configuration 2022-09-26 16:31:46 +02:00
SdkPackageVersions.props C#: Make GodotSharp API a NuGet package 2022-08-22 03:36:51 +02:00
signal_awaiter_utils.cpp Rename CONNECT_ONESHOT TO CONNECT_ONE_SHOT 2022-09-06 19:00:33 +02:00
signal_awaiter_utils.h C#: Restructure code prior move to .NET Core 2022-08-22 03:35:59 +02:00

How to build and run

  1. Build Godot with the module enabled: module_mono_enabled=yes.
  2. After building Godot, use it to generate the C# glue code:
    <godot_binary> --generate-mono-glue ./modules/mono/glue
    
  3. Build the C# solutions:
    ./modules/mono/build_scripts/build_assemblies.py --godot-output-dir ./bin
    

The paths specified in these examples assume the command is being run from the Godot source root.

How to deal with NuGet packages

We distribute the API assemblies, our source generators, and our custom MSBuild project SDK as NuGet packages. This is all transparent to the user, but it can make things complicated during development.

In order to use Godot with a development of those packages, we must create a local NuGet source where MSBuild can find them. This can be done with the .NET CLI:

dotnet nuget add source ~/MyLocalNugetSource --name MyLocalNugetSource

The Godot NuGet packages must be added to that local source. Additionally, we must make sure there are no other versions of the package in the NuGet cache, as MSBuild may pick one of those instead.

In order to simplify this process, the build_assemblies.py script provides the following --push-nupkgs-local option:

./modules/mono/build_scripts/build_assemblies.py --godot-output-dir ./bin \
    --push-nupkgs-local ~/MyLocalNugetSource

This option ensures the packages will be added to the specified local NuGet source and that conflicting versions of the package are removed from the NuGet cache. It's recommended to always use this option when building the C# solutions during development to avoid mistakes.

Double Precision Support (REAL_T_IS_DOUBLE)

Follow the above instructions but build Godot with the float=64 argument to scons

When building the NuGet packages, specify --float=64 - for example:

./modules/mono/build_scripts/build_assemblies.py --godot-output-dir ./bin \
    --push-nupkgs-local ~/MyLocalNugetSource --float=64