266 lines
11 KiB
C++
266 lines
11 KiB
C++
/*************************************************************************/
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/* godotsharp_export.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "godotsharp_export.h"
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#include "core/version.h"
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#include "../csharp_script.h"
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#include "../godotsharp_defs.h"
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#include "../godotsharp_dirs.h"
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#include "../mono_gd/gd_mono_class.h"
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#include "../mono_gd/gd_mono_marshal.h"
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#include "csharp_project.h"
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#include "godotsharp_builds.h"
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static MonoString *godot_icall_GodotSharpExport_GetTemplatesDir() {
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String current_version = VERSION_FULL_CONFIG;
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String templates_dir = EditorSettings::get_singleton()->get_templates_dir().plus_file(current_version);
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return GDMonoMarshal::mono_string_from_godot(ProjectSettings::get_singleton()->globalize_path(templates_dir));
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}
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static MonoString *godot_icall_GodotSharpExport_GetDataDirName() {
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String appname = ProjectSettings::get_singleton()->get("application/config/name");
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String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
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return GDMonoMarshal::mono_string_from_godot("data_" + appname_safe);
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}
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void GodotSharpExport::register_internal_calls() {
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static bool registered = false;
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ERR_FAIL_COND(registered);
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registered = true;
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mono_add_internal_call("GodotSharpTools.Editor.GodotSharpExport::GetTemplatesDir", (void *)godot_icall_GodotSharpExport_GetTemplatesDir);
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mono_add_internal_call("GodotSharpTools.Editor.GodotSharpExport::GetDataDirName", (void *)godot_icall_GodotSharpExport_GetDataDirName);
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}
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void GodotSharpExport::_export_file(const String &p_path, const String &p_type, const Set<String> &) {
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if (p_type != CSharpLanguage::get_singleton()->get_type())
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return;
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ERR_FAIL_COND(p_path.get_extension() != CSharpLanguage::get_singleton()->get_extension());
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// TODO what if the source file is not part of the game's C# project
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if (!GLOBAL_GET("mono/export/include_scripts_content")) {
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// We don't want to include the source code on exported games
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add_file(p_path, Vector<uint8_t>(), false);
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skip();
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}
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}
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void GodotSharpExport::_export_begin(const Set<String> &p_features, bool p_debug, const String &p_path, int p_flags) {
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// TODO right now there is no way to stop the export process with an error
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ERR_FAIL_COND(!GDMono::get_singleton()->is_runtime_initialized());
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ERR_FAIL_NULL(TOOLS_DOMAIN);
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ERR_FAIL_NULL(GDMono::get_singleton()->get_editor_tools_assembly());
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if (FileAccess::exists(GodotSharpDirs::get_project_sln_path())) {
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String build_config = p_debug ? "Debug" : "Release";
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String scripts_metadata_path = GodotSharpDirs::get_res_metadata_dir().plus_file("scripts_metadata." + String(p_debug ? "debug" : "release"));
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Error metadata_err = CSharpProject::generate_scripts_metadata(GodotSharpDirs::get_project_csproj_path(), scripts_metadata_path);
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ERR_FAIL_COND(metadata_err != OK);
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ERR_FAIL_COND(!_add_file(scripts_metadata_path, scripts_metadata_path));
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// Turn export features into defines
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Vector<String> godot_defines;
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for (Set<String>::Element *E = p_features.front(); E; E = E->next()) {
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godot_defines.push_back(E->get());
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}
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ERR_FAIL_COND(!GodotSharpBuilds::build_project_blocking(build_config, godot_defines));
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// Add dependency assemblies
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Map<String, String> dependencies;
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String project_dll_name = ProjectSettings::get_singleton()->get("application/config/name");
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if (project_dll_name.empty()) {
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project_dll_name = "UnnamedProject";
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}
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String project_dll_src_dir = GodotSharpDirs::get_res_temp_assemblies_base_dir().plus_file(build_config);
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String project_dll_src_path = project_dll_src_dir.plus_file(project_dll_name + ".dll");
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dependencies.insert(project_dll_name, project_dll_src_path);
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{
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MonoDomain *export_domain = GDMonoUtils::create_domain("GodotEngine.ProjectExportDomain");
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ERR_FAIL_NULL(export_domain);
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_GDMONO_SCOPE_EXIT_DOMAIN_UNLOAD_(export_domain);
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_GDMONO_SCOPE_DOMAIN_(export_domain);
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GDMonoAssembly *scripts_assembly = NULL;
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bool load_success = GDMono::get_singleton()->load_assembly_from(project_dll_name,
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project_dll_src_path, &scripts_assembly, /* refonly: */ true);
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ERR_EXPLAIN("Cannot load assembly (refonly): " + project_dll_name);
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ERR_FAIL_COND(!load_success);
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Vector<String> search_dirs;
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String templates_dir = EditorSettings::get_singleton()->get_templates_dir().plus_file(VERSION_FULL_CONFIG);
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String android_bcl_dir = templates_dir.plus_file("android-bcl");
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String custom_lib_dir;
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if (p_features.find("Android") && DirAccess::exists(android_bcl_dir)) {
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custom_lib_dir = android_bcl_dir;
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}
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GDMonoAssembly::fill_search_dirs(search_dirs, build_config, custom_lib_dir);
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Error depend_error = _get_assembly_dependencies(scripts_assembly, search_dirs, dependencies);
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ERR_FAIL_COND(depend_error != OK);
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}
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for (Map<String, String>::Element *E = dependencies.front(); E; E = E->next()) {
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String depend_src_path = E->value();
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String depend_dst_path = GodotSharpDirs::get_res_assemblies_dir().plus_file(depend_src_path.get_file());
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ERR_FAIL_COND(!_add_file(depend_src_path, depend_dst_path));
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}
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}
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// Mono specific export template extras (data dir)
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GDMonoClass *export_class = GDMono::get_singleton()->get_editor_tools_assembly()->get_class("GodotSharpTools.Editor", "GodotSharpExport");
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ERR_FAIL_NULL(export_class);
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GDMonoMethod *export_begin_method = export_class->get_method("_ExportBegin", 4);
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ERR_FAIL_NULL(export_begin_method);
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MonoArray *features = mono_array_new(mono_domain_get(), CACHED_CLASS_RAW(String), p_features.size());
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int i = 0;
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for (const Set<String>::Element *E = p_features.front(); E; E = E->next()) {
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MonoString *boxed = GDMonoMarshal::mono_string_from_godot(E->get());
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mono_array_setref(features, i, boxed);
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i++;
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}
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MonoBoolean debug = p_debug;
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MonoString *path = GDMonoMarshal::mono_string_from_godot(p_path);
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uint32_t flags = p_flags;
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void *args[4] = { features, &debug, path, &flags };
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MonoException *exc = NULL;
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export_begin_method->invoke_raw(NULL, args, &exc);
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if (exc) {
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GDMonoUtils::debug_print_unhandled_exception(exc);
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ERR_FAIL();
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}
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}
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bool GodotSharpExport::_add_file(const String &p_src_path, const String &p_dst_path, bool p_remap) {
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FileAccessRef f = FileAccess::open(p_src_path, FileAccess::READ);
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ERR_FAIL_COND_V(!f, false);
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Vector<uint8_t> data;
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data.resize(f->get_len());
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f->get_buffer(data.ptrw(), data.size());
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add_file(p_dst_path, data, p_remap);
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return true;
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}
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Error GodotSharpExport::_get_assembly_dependencies(GDMonoAssembly *p_assembly, const Vector<String> &p_search_dirs, Map<String, String> &r_dependencies) {
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MonoImage *image = p_assembly->get_image();
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for (int i = 0; i < mono_image_get_table_rows(image, MONO_TABLE_ASSEMBLYREF); i++) {
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MonoAssemblyName *ref_aname = aname_prealloc;
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mono_assembly_get_assemblyref(image, i, ref_aname);
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String ref_name = mono_assembly_name_get_name(ref_aname);
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if (r_dependencies.find(ref_name))
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continue;
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GDMonoAssembly *ref_assembly = NULL;
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String path;
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bool has_extension = ref_name.ends_with(".dll") || ref_name.ends_with(".exe");
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for (int j = 0; j < p_search_dirs.size(); j++) {
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const String &search_dir = p_search_dirs[j];
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if (has_extension) {
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path = search_dir.plus_file(ref_name);
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if (FileAccess::exists(path)) {
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GDMono::get_singleton()->load_assembly_from(ref_name.get_basename(), path, &ref_assembly, true);
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if (ref_assembly != NULL)
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break;
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}
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} else {
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path = search_dir.plus_file(ref_name + ".dll");
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if (FileAccess::exists(path)) {
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GDMono::get_singleton()->load_assembly_from(ref_name, path, &ref_assembly, true);
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if (ref_assembly != NULL)
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break;
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}
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path = search_dir.plus_file(ref_name + ".exe");
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if (FileAccess::exists(path)) {
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GDMono::get_singleton()->load_assembly_from(ref_name, path, &ref_assembly, true);
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if (ref_assembly != NULL)
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break;
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}
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}
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}
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if (!ref_assembly) {
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ERR_EXPLAIN("Cannot load assembly (refonly): " + ref_name);
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ERR_FAIL_V(ERR_CANT_RESOLVE);
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}
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r_dependencies.insert(ref_name, ref_assembly->get_path());
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Error err = _get_assembly_dependencies(ref_assembly, p_search_dirs, r_dependencies);
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if (err != OK) {
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ERR_EXPLAIN("Cannot load one of the dependencies for the assembly: " + ref_name);
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ERR_FAIL_V(err);
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}
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}
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return OK;
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}
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GodotSharpExport::GodotSharpExport() {
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// MonoAssemblyName is an incomplete type (internal to mono), so we can't allocate it ourselves.
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// There isn't any api to allocate an empty one either, so we need to do it this way.
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aname_prealloc = mono_assembly_name_new("whatever");
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mono_assembly_name_free(aname_prealloc); // "it does not frees the object itself, only the name members" (typo included)
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}
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GodotSharpExport::~GodotSharpExport() {
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if (aname_prealloc)
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mono_free(aname_prealloc);
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}
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