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3.2 New csproj style with backport of Godot.NET.Sdk

This is a cherry-pick of
ced77b1e9b
with several 3.2 specific alterations.

There are a lot of build issues coming from
old style projects. At this point fixing every
single one of those would require adding patch
after patch to the project file, which is a
considerable amount work and makes the csproj
even more bloated than it already is.

As such I decided this effort would be better
spent back-porting the Sdk style support that's
already available in 4.0-dev to the 3.2 branch.

This will prevent many issues, but it will also
introduce other benefits, among them:

- While target framework stays as .NET Framework
  v4.7.2, it can be changed to .NET Standard 2.0
  or greater if desired.
- It makes it much easier to add future patches.
  They are added to Godot.NET.Sdk and the only
  change required in Godot code is to update the
  Sdk version to use.
- Default Godot define constants are also
  backported, which fixes IDE issues with the
  preprocessor.

There are a few differences in the changes
applied during patching of the csproj compared
to 4.0 with the purpose of preventing breaking
builds:

- 'TargetFramework' stays net472 both for new
  projects and when importing old ones. It can
  be manually changed to netstandard 2.0+ if
  desired though.

The following features are enabled by default for
new projects. Enabling them in imported projects
may result in errors that must be fixed manually:

- 'EnableDefaultCompileItems' is disabled as it
  can result in undesired C# source files being
  included. Existing include items are kept.
  As long as 'EnableDefaultCompileItems' remains
  disabled, Godot will continue taking care of
  adding and removing C# files to the csproj.
- 'GenerateAssemblyInfo' is disabled as it
  guarantees a build error because of conflicts
  between the existing 'AssemblyInfo.cs' and the
  auto-generated one.
- 'Deterministic' is disabled because it doesn't
  like wildcards in the assembly version (1.0.*)
  that was in the old 'AssemblyInfo.cs'.

Of importance:

This is a breaking change. A great effort was
put in avoiding build errors after upgrading a
project, but there may still be exceptions.

This also breaks forward compatibility. Projects
opened with Godot 3.2.3 won't work out of the box
with older Godot versions. This was already the
case with changes introduced in 3.2.2.

Albeit C# support in 3.2.x was still labeled as
alpha, we've been trying to treat it as stable
for some time. Still the amount of problems this
change solves justifies it, but no more changes
that break project compatibility are to be
introduced from now on (at least for 3.x).
This commit is contained in:
Ignacio Etcheverry
2020-07-20 15:48:12 +02:00
parent 4d7b7d9b73
commit c3954441f3
23 changed files with 712 additions and 682 deletions

View File

@@ -1,174 +1,49 @@
using GodotTools.Core;
using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using Microsoft.Build.Construction;
using Microsoft.Build.Evaluation;
namespace GodotTools.ProjectEditor
{
public static class ProjectGenerator
{
private const string CoreApiProjectName = "GodotSharp";
private const string EditorApiProjectName = "GodotSharpEditor";
public const string GodotSdkVersionToUse = "3.2.3";
public const string CSharpProjectTypeGuid = "{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}";
public const string GodotProjectTypeGuid = "{8F3E2DF0-C35C-4265-82FC-BEA011F4A7ED}";
public static string GodotSdkAttrValue => $"Godot.NET.Sdk/{GodotSdkVersionToUse}";
public static readonly string GodotDefaultProjectTypeGuids = $"{GodotProjectTypeGuid};{CSharpProjectTypeGuid}";
public static string GenGameProject(string dir, string name, IEnumerable<string> compileItems)
public static ProjectRootElement GenGameProject(string name)
{
string path = Path.Combine(dir, name + ".csproj");
if (name.Length == 0)
throw new ArgumentException("Project name is empty", nameof(name));
ProjectPropertyGroupElement mainGroup;
var root = CreateLibraryProject(name, "Debug", out mainGroup);
var root = ProjectRootElement.Create(NewProjectFileOptions.None);
mainGroup.SetProperty("ProjectTypeGuids", GodotDefaultProjectTypeGuids);
mainGroup.SetProperty("OutputPath", Path.Combine(".mono", "temp", "bin", "$(Configuration)"));
mainGroup.SetProperty("BaseIntermediateOutputPath", Path.Combine(".mono", "temp", "obj"));
mainGroup.SetProperty("IntermediateOutputPath", Path.Combine("$(BaseIntermediateOutputPath)", "$(Configuration)"));
mainGroup.SetProperty("ApiConfiguration", "Debug").Condition = " '$(Configuration)' != 'ExportRelease' ";
mainGroup.SetProperty("ApiConfiguration", "Release").Condition = " '$(Configuration)' == 'ExportRelease' ";
root.Sdk = GodotSdkAttrValue;
var debugGroup = root.AddPropertyGroup();
debugGroup.Condition = " '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ";
debugGroup.AddProperty("DebugSymbols", "true");
debugGroup.AddProperty("DebugType", "portable");
debugGroup.AddProperty("Optimize", "false");
debugGroup.AddProperty("DefineConstants", "$(GodotDefineConstants);GODOT;DEBUG;TOOLS;");
debugGroup.AddProperty("ErrorReport", "prompt");
debugGroup.AddProperty("WarningLevel", "4");
debugGroup.AddProperty("ConsolePause", "false");
var mainGroup = root.AddPropertyGroup();
mainGroup.AddProperty("TargetFramework", "net472");
var coreApiRef = root.AddItem("Reference", CoreApiProjectName);
coreApiRef.AddMetadata("HintPath", Path.Combine("$(ProjectDir)", ".mono", "assemblies", "$(ApiConfiguration)", CoreApiProjectName + ".dll"));
coreApiRef.AddMetadata("Private", "False");
string sanitizedName = IdentifierUtils.SanitizeQualifiedIdentifier(name, allowEmptyIdentifiers: true);
var editorApiRef = root.AddItem("Reference", EditorApiProjectName);
editorApiRef.Condition = " '$(Configuration)' == 'Debug' ";
editorApiRef.AddMetadata("HintPath", Path.Combine("$(ProjectDir)", ".mono", "assemblies", "$(ApiConfiguration)", EditorApiProjectName + ".dll"));
editorApiRef.AddMetadata("Private", "False");
GenAssemblyInfoFile(root, dir, name);
foreach (var item in compileItems)
{
root.AddItem("Compile", item.RelativeToPath(dir).Replace("/", "\\"));
}
root.Save(path);
return root.GetGuid().ToString().ToUpper();
}
private static void GenAssemblyInfoFile(ProjectRootElement root, string dir, string name, string[] assemblyLines = null, string[] usingDirectives = null)
{
string propertiesDir = Path.Combine(dir, "Properties");
if (!Directory.Exists(propertiesDir))
Directory.CreateDirectory(propertiesDir);
string usingDirectivesText = string.Empty;
if (usingDirectives != null)
{
foreach (var usingDirective in usingDirectives)
usingDirectivesText += "\nusing " + usingDirective + ";";
}
string assemblyLinesText = string.Empty;
if (assemblyLines != null)
assemblyLinesText += string.Join("\n", assemblyLines) + "\n";
string content = string.Format(AssemblyInfoTemplate, usingDirectivesText, name, assemblyLinesText);
string assemblyInfoFile = Path.Combine(propertiesDir, "AssemblyInfo.cs");
File.WriteAllText(assemblyInfoFile, content);
root.AddItem("Compile", assemblyInfoFile.RelativeToPath(dir).Replace("/", "\\"));
}
public static ProjectRootElement CreateLibraryProject(string name, string defaultConfig, out ProjectPropertyGroupElement mainGroup)
{
if (string.IsNullOrEmpty(name))
throw new ArgumentException($"{nameof(name)} cannot be empty", nameof(name));
var root = ProjectRootElement.Create();
root.DefaultTargets = "Build";
mainGroup = root.AddPropertyGroup();
mainGroup.AddProperty("Configuration", defaultConfig).Condition = " '$(Configuration)' == '' ";
mainGroup.AddProperty("Platform", "AnyCPU").Condition = " '$(Platform)' == '' ";
mainGroup.AddProperty("ProjectGuid", "{" + Guid.NewGuid().ToString().ToUpper() + "}");
mainGroup.AddProperty("OutputType", "Library");
mainGroup.AddProperty("OutputPath", Path.Combine("bin", "$(Configuration)"));
mainGroup.AddProperty("RootNamespace", IdentifierUtils.SanitizeQualifiedIdentifier(name, allowEmptyIdentifiers: true));
mainGroup.AddProperty("AssemblyName", name);
mainGroup.AddProperty("TargetFrameworkVersion", "v4.7");
mainGroup.AddProperty("GodotProjectGeneratorVersion", Assembly.GetExecutingAssembly().GetName().Version.ToString());
var exportDebugGroup = root.AddPropertyGroup();
exportDebugGroup.Condition = " '$(Configuration)|$(Platform)' == 'ExportDebug|AnyCPU' ";
exportDebugGroup.AddProperty("DebugSymbols", "true");
exportDebugGroup.AddProperty("DebugType", "portable");
exportDebugGroup.AddProperty("Optimize", "false");
exportDebugGroup.AddProperty("DefineConstants", "$(GodotDefineConstants);GODOT;DEBUG;");
exportDebugGroup.AddProperty("ErrorReport", "prompt");
exportDebugGroup.AddProperty("WarningLevel", "4");
exportDebugGroup.AddProperty("ConsolePause", "false");
var exportReleaseGroup = root.AddPropertyGroup();
exportReleaseGroup.Condition = " '$(Configuration)|$(Platform)' == 'ExportRelease|AnyCPU' ";
exportReleaseGroup.AddProperty("DebugType", "portable");
exportReleaseGroup.AddProperty("Optimize", "true");
exportReleaseGroup.AddProperty("DefineConstants", "$(GodotDefineConstants);GODOT;");
exportReleaseGroup.AddProperty("ErrorReport", "prompt");
exportReleaseGroup.AddProperty("WarningLevel", "4");
exportReleaseGroup.AddProperty("ConsolePause", "false");
// References
var referenceGroup = root.AddItemGroup();
referenceGroup.AddItem("Reference", "System");
var frameworkRefAssembliesItem = referenceGroup.AddItem("PackageReference", "Microsoft.NETFramework.ReferenceAssemblies");
// Use metadata (child nodes) instead of attributes for the PackageReference.
// This is for compatibility with 3.2, where GodotTools uses an old Microsoft.Build.
frameworkRefAssembliesItem.AddMetadata("Version", "1.0.0");
frameworkRefAssembliesItem.AddMetadata("PrivateAssets", "All");
root.AddImport(Path.Combine("$(MSBuildBinPath)", "Microsoft.CSharp.targets").Replace("/", "\\"));
// If the name is not a valid namespace, manually set RootNamespace to a sanitized one.
if (sanitizedName != name)
mainGroup.AddProperty("RootNamespace", sanitizedName);
return root;
}
private const string AssemblyInfoTemplate =
@"using System.Reflection;{0}
public static string GenAndSaveGameProject(string dir, string name)
{
if (name.Length == 0)
throw new ArgumentException("Project name is empty", nameof(name));
// Information about this assembly is defined by the following attributes.
// Change them to the values specific to your project.
string path = Path.Combine(dir, name + ".csproj");
[assembly: AssemblyTitle(""{1}"")]
[assembly: AssemblyDescription("""")]
[assembly: AssemblyConfiguration("""")]
[assembly: AssemblyCompany("""")]
[assembly: AssemblyProduct("""")]
[assembly: AssemblyCopyright("""")]
[assembly: AssemblyTrademark("""")]
[assembly: AssemblyCulture("""")]
var root = GenGameProject(name);
// The assembly version has the format ""{{Major}}.{{Minor}}.{{Build}}.{{Revision}}"".
// The form ""{{Major}}.{{Minor}}.*"" will automatically update the build and revision,
// and ""{{Major}}.{{Minor}}.{{Build}}.*"" will update just the revision.
root.Save(path);
[assembly: AssemblyVersion(""1.0.*"")]
// The following attributes are used to specify the signing key for the assembly,
// if desired. See the Mono documentation for more information about signing.
//[assembly: AssemblyDelaySign(false)]
//[assembly: AssemblyKeyFile("""")]
{2}";
return Guid.NewGuid().ToString().ToUpper();
}
}
}