d7ece43b74
- Bundle editor dependencies: - 'GodotSharp': Root data directory for the editor - 'Tools': Editor dependencies. Only GodotSharp.dll for now. - 'Api': Prebuilt GodotSharp and GodotSharpEditor API assemblies. - 'Mono': Mono files to bundle with the editor. - 'bin': (Optional, not used for now) Mono bin directory. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - 'lib/mono/4.5': Framework assemblies. - Added build option to copy the required files from the mono installation to 'GodotSharp/Mono'. Enable with 'copy_mono_root=yes'. Disabled by default. - Export template dependencies: - 'data_AppName'/'data_Godot': - 'Mono': Mono files to bundle with the game. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - The data directory is generated when compiling and must be bundled with the export templates. In the case of OSX, the data directory must be placed inside the 'osx.zip' export template. - In OSX, alternative location for directories (needed for app bundles) are: - 'data_AppName/Mono/etc' --> '../Resources/GodotSharp/Mono/etc' - 'data_AppName/Mono/lib' --> '../Frameworks/GodotSharp/Mono/lib' - The editor can bundle prebuilt API assemblies. - Generate them with a tools build by running: `--generate-cs-core-api <GodotSharp_OutputDir> --generate-cs-editor-api <GodotSharpEditor_OutputDir> <GodotSharp_OutputDir>/bin/Release/GodotSharp.dll` (This command will be simplified in the future and both projects will be in the same solution) - Build the solutions and copy the output files to '#bin/GodotSharp/Api'. - Fixed API assembly being added twice during the export process.
256 lines
9.5 KiB
Python
256 lines
9.5 KiB
Python
#!/usr/bin/env python
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Import('env')
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Import('env_modules')
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env_mono = env_modules.Clone()
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# TODO move functions to their own modules
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def make_cs_files_header(src, dst, version_dst):
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from compat import byte_to_str
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with open(dst, 'w') as header:
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header.write('/* THIS FILE IS GENERATED DO NOT EDIT */\n')
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header.write('#ifndef CS_COMPRESSED_H\n')
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header.write('#define CS_COMPRESSED_H\n\n')
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header.write('#ifdef TOOLS_ENABLED\n\n')
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header.write('#include "core/map.h"\n')
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header.write('#include "core/ustring.h"\n')
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inserted_files = ''
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import os
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latest_mtime = 0
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cs_file_count = 0
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for root, _, files in os.walk(src):
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files = [f for f in files if f.endswith('.cs')]
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for file in files:
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cs_file_count += 1
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filepath = os.path.join(root, file)
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filepath_src_rel = os.path.relpath(filepath, src)
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mtime = os.path.getmtime(filepath)
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latest_mtime = mtime if mtime > latest_mtime else latest_mtime
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with open(filepath, 'rb') as f:
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buf = f.read()
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decomp_size = len(buf)
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import zlib
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buf = zlib.compress(buf)
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name = str(cs_file_count)
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header.write('\n')
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header.write('// ' + filepath_src_rel + '\n')
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header.write('static const int _cs_' + name + '_compressed_size = ' + str(len(buf)) + ';\n')
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header.write('static const int _cs_' + name + '_uncompressed_size = ' + str(decomp_size) + ';\n')
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header.write('static const unsigned char _cs_' + name + '_compressed[] = { ')
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for i, buf_idx in enumerate(range(len(buf))):
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if i > 0:
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header.write(', ')
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header.write(byte_to_str(buf[buf_idx]))
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inserted_files += '\tr_files.insert("' + filepath_src_rel + '", ' \
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'CompressedFile(_cs_' + name + '_compressed_size, ' \
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'_cs_' + name + '_uncompressed_size, ' \
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'_cs_' + name + '_compressed));\n'
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header.write(' };\n')
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header.write('\nstruct CompressedFile\n' '{\n'
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'\tint compressed_size;\n' '\tint uncompressed_size;\n' '\tconst unsigned char* data;\n'
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'\n\tCompressedFile(int p_comp_size, int p_uncomp_size, const unsigned char* p_data)\n'
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'\t{\n' '\t\tcompressed_size = p_comp_size;\n' '\t\tuncompressed_size = p_uncomp_size;\n'
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'\t\tdata = p_data;\n' '\t}\n' '\n\tCompressedFile() {}\n' '};\n'
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'\nvoid get_compressed_files(Map<String, CompressedFile>& r_files)\n' '{\n' + inserted_files + '}\n'
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)
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header.write('\n#endif // TOOLS_ENABLED\n')
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header.write('\n#endif // CS_COMPRESSED_H\n')
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glue_version = int(latest_mtime) # The latest modified time will do for now
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with open(version_dst, 'w') as version_header:
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version_header.write('/* THIS FILE IS GENERATED DO NOT EDIT */\n')
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version_header.write('#ifndef CS_GLUE_VERSION_H\n')
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version_header.write('#define CS_GLUE_VERSION_H\n\n')
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version_header.write('#define CS_GLUE_VERSION UINT32_C(' + str(glue_version) + ')\n')
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version_header.write('\n#endif // CS_GLUE_VERSION_H\n')
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env_mono.add_source_files(env.modules_sources, '*.cpp')
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env_mono.add_source_files(env.modules_sources, 'glue/*.cpp')
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env_mono.add_source_files(env.modules_sources, 'mono_gd/*.cpp')
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env_mono.add_source_files(env.modules_sources, 'utils/*.cpp')
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if env['tools']:
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env_mono.add_source_files(env.modules_sources, 'editor/*.cpp')
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# NOTE: It is safe to generate this file here, since this is still executed serially
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make_cs_files_header('glue/Managed/Files', 'glue/cs_compressed.gen.h', 'glue/cs_glue_version.gen.h')
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vars = Variables()
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vars.Add(BoolVariable('mono_glue', 'Build with the mono glue sources', True))
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vars.Add(BoolVariable('xbuild_fallback', 'If MSBuild is not found, fallback to xbuild', False))
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vars.Update(env_mono)
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# Glue sources
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if env_mono['mono_glue']:
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env_mono.Append(CPPDEFINES=['MONO_GLUE_ENABLED'])
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if ARGUMENTS.get('yolo_copy', False):
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env_mono.Append(CPPDEFINES=['YOLO_COPY'])
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# Configure TLS checks
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import tls_configure
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conf = Configure(env_mono)
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tls_configure.configure(conf)
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env_mono = conf.Finish()
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# Build GodotSharpTools solution
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import os
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def find_msbuild_unix(filename):
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import os.path
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import sys
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hint_dirs = ['/opt/novell/mono/bin']
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if sys.platform == 'darwin':
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hint_dirs = ['/Library/Frameworks/Mono.framework/Versions/Current/bin', '/usr/local/var/homebrew/linked/mono/bin'] + hint_dirs
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for hint_dir in hint_dirs:
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hint_path = os.path.join(hint_dir, filename)
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if os.path.isfile(hint_path):
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return hint_path
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elif os.path.isfile(hint_path + '.exe'):
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return hint_path + '.exe'
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for hint_dir in os.environ['PATH'].split(os.pathsep):
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hint_dir = hint_dir.strip('"')
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hint_path = os.path.join(hint_dir, filename)
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if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK):
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return hint_path
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if os.path.isfile(hint_path + '.exe') and os.access(hint_path + '.exe', os.X_OK):
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return hint_path + '.exe'
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return None
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def find_msbuild_windows():
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import mono_reg_utils as monoreg
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mono_root = ''
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bits = env['bits']
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if bits == '32':
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if os.getenv('MONO32_PREFIX'):
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mono_root = os.getenv('MONO32_PREFIX')
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else:
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mono_root = monoreg.find_mono_root_dir(bits)
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else:
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if os.getenv('MONO64_PREFIX'):
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mono_root = os.getenv('MONO64_PREFIX')
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else:
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mono_root = monoreg.find_mono_root_dir(bits)
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if not mono_root:
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raise RuntimeError('Cannot find mono root directory')
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framework_path = os.path.join(mono_root, 'lib', 'mono', '4.5')
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mono_bin_dir = os.path.join(mono_root, 'bin')
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msbuild_mono = os.path.join(mono_bin_dir, 'msbuild.bat')
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if os.path.isfile(msbuild_mono):
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# The (Csc/Vbc/Fsc)ToolExe environment variables are required when
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# building with Mono's MSBuild. They must point to the batch files
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# in Mono's bin directory to make sure they are executed with Mono.
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mono_msbuild_env = {
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'CscToolExe': os.path.join(mono_bin_dir, 'csc.bat'),
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'VbcToolExe': os.path.join(mono_bin_dir, 'vbc.bat'),
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'FscToolExe': os.path.join(mono_bin_dir, 'fsharpc.bat')
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}
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return (msbuild_mono, framework_path, mono_msbuild_env)
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msbuild_tools_path = monoreg.find_msbuild_tools_path_reg()
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if msbuild_tools_path:
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return (os.path.join(msbuild_tools_path, 'MSBuild.exe'), framework_path, {})
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return None
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def mono_build_solution(source, target, env):
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import subprocess
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import mono_reg_utils as monoreg
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from shutil import copyfile
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framework_path = ''
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msbuild_env = os.environ.copy()
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# Needed when running from Developer Command Prompt for VS
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if 'PLATFORM' in msbuild_env:
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del msbuild_env['PLATFORM']
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if os.name == 'nt':
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msbuild_info = find_msbuild_windows()
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if msbuild_info is None:
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raise RuntimeError('Cannot find MSBuild executable')
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msbuild_path = msbuild_info[0]
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framework_path = msbuild_info[1]
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msbuild_env.update(msbuild_info[2])
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else:
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msbuild_path = find_msbuild_unix('msbuild')
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if msbuild_path is None:
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xbuild_fallback = env['xbuild_fallback']
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if xbuild_fallback and os.name == 'nt':
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print('Option \'xbuild_fallback\' not supported on Windows')
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xbuild_fallback = False
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if xbuild_fallback:
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print('Cannot find MSBuild executable, trying with xbuild')
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print('Warning: xbuild is deprecated')
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msbuild_path = find_msbuild_unix('xbuild')
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if msbuild_path is None:
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raise RuntimeError('Cannot find xbuild executable')
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else:
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raise RuntimeError('Cannot find MSBuild executable')
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print('MSBuild path: ' + msbuild_path)
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build_config = 'Release'
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msbuild_args = [
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msbuild_path,
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os.path.abspath(str(source[0])),
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'/p:Configuration=' + build_config,
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]
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if framework_path:
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msbuild_args += ['/p:FrameworkPathOverride=' + framework_path]
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try:
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subprocess.check_call(msbuild_args, env=msbuild_env)
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except subprocess.CalledProcessError:
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raise RuntimeError('GodotSharpTools build failed')
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src_dir = os.path.abspath(os.path.join(str(source[0]), os.pardir, '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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if os.path.exists(dst_dir):
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raise RuntimeError('Target directory is a file')
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os.makedirs(dst_dir)
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asm_file = 'GodotSharpTools.dll'
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copyfile(os.path.join(src_dir, asm_file), os.path.join(dst_dir, asm_file))
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if env['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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mono_sln_builder = Builder(action=mono_build_solution)
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env_mono.Append(BUILDERS={'MonoBuildSolution': mono_sln_builder})
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env_mono.MonoBuildSolution(
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os.path.join(editor_tools_dir, 'GodotSharpTools.dll'),
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'editor/GodotSharpTools/GodotSharpTools.sln'
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)
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