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C#: Add Ide Connection library and server for the editor
This will be used for communicating between the Godot editor and external IDEs/editors, for things like opening files, triggering hot-reload and running the game with a debugger attached.
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@@ -19,13 +19,13 @@ namespace GodotTools.Build
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public static string FindMsBuild()
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{
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var editorSettings = GodotSharpEditor.Instance.GetEditorInterface().GetEditorSettings();
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var buildTool = (GodotSharpBuilds.BuildTool) editorSettings.GetSetting("mono/builds/build_tool");
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var buildTool = (BuildManager.BuildTool) editorSettings.GetSetting("mono/builds/build_tool");
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if (OS.IsWindows())
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{
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switch (buildTool)
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{
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case GodotSharpBuilds.BuildTool.MsBuildVs:
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case BuildManager.BuildTool.MsBuildVs:
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{
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if (_msbuildToolsPath.Empty() || !File.Exists(_msbuildToolsPath))
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{
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@@ -34,7 +34,7 @@ namespace GodotTools.Build
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if (_msbuildToolsPath.Empty())
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{
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throw new FileNotFoundException($"Cannot find executable for '{GodotSharpBuilds.PropNameMsbuildVs}'. Tried with path: {_msbuildToolsPath}");
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throw new FileNotFoundException($"Cannot find executable for '{BuildManager.PropNameMsbuildVs}'. Tried with path: {_msbuildToolsPath}");
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}
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}
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@@ -43,13 +43,13 @@ namespace GodotTools.Build
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return Path.Combine(_msbuildToolsPath, "MSBuild.exe");
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}
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case GodotSharpBuilds.BuildTool.MsBuildMono:
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case BuildManager.BuildTool.MsBuildMono:
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{
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string msbuildPath = Path.Combine(Internal.MonoWindowsInstallRoot, "bin", "msbuild.bat");
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if (!File.Exists(msbuildPath))
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{
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throw new FileNotFoundException($"Cannot find executable for '{GodotSharpBuilds.PropNameMsbuildMono}'. Tried with path: {msbuildPath}");
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throw new FileNotFoundException($"Cannot find executable for '{BuildManager.PropNameMsbuildMono}'. Tried with path: {msbuildPath}");
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}
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return msbuildPath;
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@@ -61,7 +61,7 @@ namespace GodotTools.Build
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if (OS.IsUnix())
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{
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if (buildTool == GodotSharpBuilds.BuildTool.MsBuildMono)
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if (buildTool == BuildManager.BuildTool.MsBuildMono)
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{
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if (_msbuildUnixPath.Empty() || !File.Exists(_msbuildUnixPath))
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{
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@@ -71,7 +71,7 @@ namespace GodotTools.Build
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if (_msbuildUnixPath.Empty())
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{
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throw new FileNotFoundException($"Cannot find binary for '{GodotSharpBuilds.PropNameMsbuildMono}'");
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throw new FileNotFoundException($"Cannot find binary for '{BuildManager.PropNameMsbuildMono}'");
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}
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return _msbuildUnixPath;
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