270af6fa08
Make the build system automatically build the C# Api assemblies to be shipped with the editor. Make the editor, editor player and debug export templates use Api assemblies built with debug symbols. Always run MSBuild to build the editor tools and Api assemblies when building Godot. Several bugs fixed related to assembly hot reloading and restoring state. Fix StringExtensions internal calls not being registered correctly, resulting in MissingMethodException.
108 lines
3.8 KiB
Python
108 lines
3.8 KiB
Python
# Build GodotTools solution
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import os
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from SCons.Script import Dir
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def build_godot_tools(source, target, env):
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# source and target elements are of type SCons.Node.FS.File, hence why we convert them to str
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module_dir = env['module_dir']
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solution_path = os.path.join(module_dir, 'editor/GodotTools/GodotTools.sln')
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build_config = 'Debug' if env['target'] == 'debug' else 'Release'
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from . solution_builder import build_solution, nuget_restore
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nuget_restore(env, solution_path)
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build_solution(env, solution_path, build_config)
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# Copy targets
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solution_dir = os.path.abspath(os.path.join(solution_path, os.pardir))
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src_dir = os.path.join(solution_dir, 'GodotTools', 'bin', build_config)
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dst_dir = os.path.abspath(os.path.join(str(target[0]), os.pardir))
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if not os.path.isdir(dst_dir):
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assert not os.path.isfile(dst_dir)
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os.makedirs(dst_dir)
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def copy_target(target_path):
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from shutil import copy
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filename = os.path.basename(target_path)
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copy(os.path.join(src_dir, filename), target_path)
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for scons_target in target:
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copy_target(str(scons_target))
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def build_godot_tools_project_editor(source, target, env):
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# source and target elements are of type SCons.Node.FS.File, hence why we convert them to str
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module_dir = env['module_dir']
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project_name = 'GodotTools.ProjectEditor'
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csproj_dir = os.path.join(module_dir, 'editor/GodotTools', project_name)
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csproj_path = os.path.join(csproj_dir, project_name + '.csproj')
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build_config = 'Debug' if env['target'] == 'debug' else 'Release'
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from . solution_builder import build_solution, nuget_restore
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# Make sure to restore NuGet packages in the project directory for the project to find it
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nuget_restore(env, os.path.join(csproj_dir, 'packages.config'), '-PackagesDirectory',
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os.path.join(csproj_dir, 'packages'))
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build_solution(env, csproj_path, build_config)
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# Copy targets
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src_dir = os.path.join(csproj_dir, 'bin', build_config)
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dst_dir = os.path.abspath(os.path.join(str(target[0]), os.pardir))
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if not os.path.isdir(dst_dir):
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assert not os.path.isfile(dst_dir)
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os.makedirs(dst_dir)
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def copy_target(target_path):
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from shutil import copy
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filename = os.path.basename(target_path)
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copy(os.path.join(src_dir, filename), target_path)
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for scons_target in target:
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copy_target(str(scons_target))
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def build(env_mono):
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assert env_mono['tools']
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output_dir = Dir('#bin').abspath
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editor_tools_dir = os.path.join(output_dir, 'GodotSharp', 'Tools')
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editor_api_dir = os.path.join(output_dir, 'GodotSharp', 'Api', 'Debug')
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source_filenames = ['GodotSharp.dll', 'GodotSharpEditor.dll']
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sources = [os.path.join(editor_api_dir, filename) for filename in source_filenames]
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target_filenames = ['GodotTools.dll', 'GodotTools.BuildLogger.dll', 'GodotTools.ProjectEditor.dll', 'DotNet.Glob.dll', 'GodotTools.Core.dll']
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if env_mono['target'] == 'debug':
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target_filenames += ['GodotTools.pdb', 'GodotTools.BuildLogger.dll', 'GodotTools.ProjectEditor.dll', 'GodotTools.Core.dll']
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targets = [os.path.join(editor_tools_dir, filename) for filename in target_filenames]
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cmd = env_mono.CommandNoCache(targets, sources, build_godot_tools, module_dir=os.getcwd())
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env_mono.AlwaysBuild(cmd)
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def build_project_editor_only(env_mono):
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assert env_mono['tools']
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output_dir = Dir('#bin').abspath
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editor_tools_dir = os.path.join(output_dir, 'GodotSharp', 'Tools')
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target_filenames = ['GodotTools.ProjectEditor.dll', 'DotNet.Glob.dll', 'GodotTools.Core.dll']
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targets = [os.path.join(editor_tools_dir, filename) for filename in target_filenames]
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cmd = env_mono.CommandNoCache(targets, [], build_godot_tools_project_editor, module_dir=os.getcwd())
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env_mono.AlwaysBuild(cmd)
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