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godot/modules/mono/build_scripts/build_assemblies.py
RedworkDE f0b6b24d9e C#: Update to net7.0
Because of ref safety changes in the languages, all methods that return an interop struct have to have all other reference parameters marked as scoped to signal the the method does not capture that reference.

The variant change is necessary, because for some reason a type of the exact shape godot_variant is in, crashes the .NET 7 JIT, but when changing it to be sequential with the same effective layout it works.
2024-12-12 17:42:39 +01:00

436 lines
15 KiB
Python
Executable File

#!/usr/bin/python3
import os
import os.path
import shlex
import subprocess
from dataclasses import dataclass
from typing import List, Optional
def find_dotnet_cli():
if os.name == "nt":
for hint_dir in os.environ["PATH"].split(os.pathsep):
hint_dir = hint_dir.strip('"')
hint_path = os.path.join(hint_dir, "dotnet")
if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK):
return hint_path
if os.path.isfile(hint_path + ".exe") and os.access(hint_path + ".exe", os.X_OK):
return hint_path + ".exe"
else:
for hint_dir in os.environ["PATH"].split(os.pathsep):
hint_dir = hint_dir.strip('"')
hint_path = os.path.join(hint_dir, "dotnet")
if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK):
return hint_path
def find_msbuild_standalone_windows():
msbuild_tools_path = find_msbuild_tools_path_reg()
if msbuild_tools_path:
return os.path.join(msbuild_tools_path, "MSBuild.exe")
return None
def find_msbuild_mono_windows(mono_prefix):
assert mono_prefix is not None
mono_bin_dir = os.path.join(mono_prefix, "bin")
msbuild_mono = os.path.join(mono_bin_dir, "msbuild.bat")
if os.path.isfile(msbuild_mono):
return msbuild_mono
return None
def find_msbuild_mono_unix():
import sys
hint_dirs = []
if sys.platform == "darwin":
hint_dirs[:0] = [
"/Library/Frameworks/Mono.framework/Versions/Current/bin",
"/usr/local/var/homebrew/linked/mono/bin",
]
for hint_dir in hint_dirs:
hint_path = os.path.join(hint_dir, "msbuild")
if os.path.isfile(hint_path):
return hint_path
elif os.path.isfile(hint_path + ".exe"):
return hint_path + ".exe"
for hint_dir in os.environ["PATH"].split(os.pathsep):
hint_dir = hint_dir.strip('"')
hint_path = os.path.join(hint_dir, "msbuild")
if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK):
return hint_path
if os.path.isfile(hint_path + ".exe") and os.access(hint_path + ".exe", os.X_OK):
return hint_path + ".exe"
return None
def find_msbuild_tools_path_reg():
import subprocess
program_files = os.getenv("PROGRAMFILES(X86)")
if not program_files:
program_files = os.getenv("PROGRAMFILES")
vswhere = os.path.join(program_files, "Microsoft Visual Studio", "Installer", "vswhere.exe")
vswhere_args = ["-latest", "-products", "*", "-requires", "Microsoft.Component.MSBuild"]
try:
lines = subprocess.check_output([vswhere] + vswhere_args).splitlines()
for line in lines:
parts = line.decode("utf-8").split(":", 1)
if len(parts) < 2 or parts[0] != "installationPath":
continue
val = parts[1].strip()
if not val:
raise ValueError("Value of `installationPath` entry is empty")
# Since VS2019, the directory is simply named "Current"
msbuild_dir = os.path.join(val, "MSBuild", "Current", "Bin")
if os.path.isdir(msbuild_dir):
return msbuild_dir
# Directory name "15.0" is used in VS 2017
return os.path.join(val, "MSBuild", "15.0", "Bin")
raise ValueError("Cannot find `installationPath` entry")
except ValueError as e:
print("Error reading output from vswhere: " + str(e))
except OSError:
pass # Fine, vswhere not found
except (subprocess.CalledProcessError, OSError):
pass
@dataclass
class ToolsLocation:
dotnet_cli: str = ""
msbuild_standalone: str = ""
msbuild_mono: str = ""
mono_bin_dir: str = ""
def find_any_msbuild_tool(mono_prefix):
# Preference order: dotnet CLI > Standalone MSBuild > Mono's MSBuild
# Find dotnet CLI
dotnet_cli = find_dotnet_cli()
if dotnet_cli:
return ToolsLocation(dotnet_cli=dotnet_cli)
# Find standalone MSBuild
if os.name == "nt":
msbuild_standalone = find_msbuild_standalone_windows()
if msbuild_standalone:
return ToolsLocation(msbuild_standalone=msbuild_standalone)
if mono_prefix:
# Find Mono's MSBuild
if os.name == "nt":
msbuild_mono = find_msbuild_mono_windows(mono_prefix)
if msbuild_mono:
return ToolsLocation(msbuild_mono=msbuild_mono)
else:
msbuild_mono = find_msbuild_mono_unix()
if msbuild_mono:
return ToolsLocation(msbuild_mono=msbuild_mono)
return None
def run_msbuild(tools: ToolsLocation, sln: str, chdir_to: str, msbuild_args: Optional[List[str]] = None):
using_msbuild_mono = False
# Preference order: dotnet CLI > Standalone MSBuild > Mono's MSBuild
if tools.dotnet_cli:
args = [tools.dotnet_cli, "msbuild"]
elif tools.msbuild_standalone:
args = [tools.msbuild_standalone]
elif tools.msbuild_mono:
args = [tools.msbuild_mono]
using_msbuild_mono = True
else:
raise RuntimeError("Path to MSBuild or dotnet CLI not provided.")
args += [sln]
if msbuild_args:
args += msbuild_args
print("Running MSBuild: ", " ".join(shlex.quote(arg) for arg in args), flush=True)
msbuild_env = os.environ.copy()
# Needed when running from Developer Command Prompt for VS
if "PLATFORM" in msbuild_env:
del msbuild_env["PLATFORM"]
if using_msbuild_mono:
# The (Csc/Vbc/Fsc)ToolExe environment variables are required when
# building with Mono's MSBuild. They must point to the batch files
# in Mono's bin directory to make sure they are executed with Mono.
msbuild_env.update(
{
"CscToolExe": os.path.join(tools.mono_bin_dir, "csc.bat"),
"VbcToolExe": os.path.join(tools.mono_bin_dir, "vbc.bat"),
"FscToolExe": os.path.join(tools.mono_bin_dir, "fsharpc.bat"),
}
)
# We want to control cwd when running msbuild, because that's where the search for global.json begins.
return subprocess.call(args, env=msbuild_env, cwd=chdir_to)
def build_godot_api(msbuild_tool, module_dir, output_dir, push_nupkgs_local, precision, no_deprecated):
target_filenames = [
"GodotSharp.dll",
"GodotSharp.pdb",
"GodotSharp.xml",
"GodotSharpEditor.dll",
"GodotSharpEditor.pdb",
"GodotSharpEditor.xml",
"GodotPlugins.dll",
"GodotPlugins.pdb",
"GodotPlugins.runtimeconfig.json",
]
for build_config in ["Debug", "Release"]:
editor_api_dir = os.path.join(output_dir, "GodotSharp", "Api", build_config)
targets = [os.path.join(editor_api_dir, filename) for filename in target_filenames]
args = ["/restore", "/t:Build", "/p:Configuration=" + build_config, "/p:NoWarn=1591"]
if push_nupkgs_local:
args += ["/p:ClearNuGetLocalCache=true", "/p:PushNuGetToLocalSource=" + push_nupkgs_local]
if precision == "double":
args += ["/p:GodotFloat64=true"]
if no_deprecated:
args += ["/p:GodotNoDeprecated=true"]
sln = os.path.join(module_dir, "glue/GodotSharp/GodotSharp.sln")
exit_code = run_msbuild(msbuild_tool, sln=sln, chdir_to=module_dir, msbuild_args=args)
if exit_code != 0:
return exit_code
# Copy targets
core_src_dir = os.path.abspath(os.path.join(sln, os.pardir, "GodotSharp", "bin", build_config))
editor_src_dir = os.path.abspath(os.path.join(sln, os.pardir, "GodotSharpEditor", "bin", build_config))
plugins_src_dir = os.path.abspath(os.path.join(sln, os.pardir, "GodotPlugins", "bin", build_config, "net7.0"))
if not os.path.isdir(editor_api_dir):
assert not os.path.isfile(editor_api_dir)
os.makedirs(editor_api_dir)
def copy_target(target_path):
from shutil import copy
filename = os.path.basename(target_path)
src_path = os.path.join(core_src_dir, filename)
if not os.path.isfile(src_path):
src_path = os.path.join(editor_src_dir, filename)
if not os.path.isfile(src_path):
src_path = os.path.join(plugins_src_dir, filename)
print(f"Copying assembly to {target_path}...")
copy(src_path, target_path)
for scons_target in targets:
copy_target(scons_target)
return 0
def generate_sdk_package_versions():
# I can't believe importing files in Python is so convoluted when not
# following the golden standard for packages/modules.
import os
import sys
from os.path import dirname
# We want ../../../methods.py.
script_path = dirname(os.path.abspath(__file__))
root_path = dirname(dirname(dirname(script_path)))
sys.path.insert(0, root_path)
from methods import get_version_info
version_info = get_version_info("")
sys.path.remove(root_path)
version_str = "{major}.{minor}.{patch}".format(**version_info)
version_status = version_info["status"]
if version_status != "stable": # Pre-release
# If version was overridden to be e.g. "beta3", we insert a dot between
# "beta" and "3" to follow SemVer 2.0.
import re
match = re.search(r"[\d]+$", version_status)
if match:
pos = match.start()
version_status = version_status[:pos] + "." + version_status[pos:]
version_str += "-" + version_status
import version
version_defines = (
[
f"GODOT{version.major}",
f"GODOT{version.major}_{version.minor}",
f"GODOT{version.major}_{version.minor}_{version.patch}",
]
+ [f"GODOT{v}_OR_GREATER" for v in range(4, version.major + 1)]
+ [f"GODOT{version.major}_{v}_OR_GREATER" for v in range(0, version.minor + 1)]
+ [f"GODOT{version.major}_{version.minor}_{v}_OR_GREATER" for v in range(0, version.patch + 1)]
)
props = """<Project>
<PropertyGroup>
<PackageVersion_GodotSharp>{0}</PackageVersion_GodotSharp>
<PackageVersion_Godot_NET_Sdk>{0}</PackageVersion_Godot_NET_Sdk>
<PackageVersion_Godot_SourceGenerators>{0}</PackageVersion_Godot_SourceGenerators>
<GodotVersionConstants>{1}</GodotVersionConstants>
</PropertyGroup>
</Project>
""".format(version_str, ";".join(version_defines))
# We write in ../SdkPackageVersions.props.
with open(os.path.join(dirname(script_path), "SdkPackageVersions.props"), "w", encoding="utf-8", newline="\n") as f:
f.write(props)
# Also write the versioned docs URL to a constant for the Source Generators.
constants = """namespace Godot.SourceGenerators
{{
// TODO: This is currently disabled because of https://github.com/dotnet/roslyn/issues/52904
#pragma warning disable IDE0040 // Add accessibility modifiers.
partial class Common
{{
public const string VersionDocsUrl = "https://docs.godotengine.org/en/{docs_branch}";
}}
}}
""".format(**version_info)
generators_dir = os.path.join(
dirname(script_path),
"editor",
"Godot.NET.Sdk",
"Godot.SourceGenerators",
"Generated",
)
os.makedirs(generators_dir, exist_ok=True)
with open(os.path.join(generators_dir, "Common.Constants.cs"), "w", encoding="utf-8", newline="\n") as f:
f.write(constants)
def build_all(
msbuild_tool, module_dir, output_dir, godot_platform, dev_debug, push_nupkgs_local, precision, no_deprecated
):
# Generate SdkPackageVersions.props and VersionDocsUrl constant
generate_sdk_package_versions()
# Godot API
exit_code = build_godot_api(msbuild_tool, module_dir, output_dir, push_nupkgs_local, precision, no_deprecated)
if exit_code != 0:
return exit_code
# GodotTools
sln = os.path.join(module_dir, "editor/GodotTools/GodotTools.sln")
args = ["/restore", "/t:Build", "/p:Configuration=" + ("Debug" if dev_debug else "Release")] + (
["/p:GodotPlatform=" + godot_platform] if godot_platform else []
)
if push_nupkgs_local:
args += ["/p:ClearNuGetLocalCache=true", "/p:PushNuGetToLocalSource=" + push_nupkgs_local]
if precision == "double":
args += ["/p:GodotFloat64=true"]
exit_code = run_msbuild(msbuild_tool, sln=sln, chdir_to=module_dir, msbuild_args=args)
if exit_code != 0:
return exit_code
# Godot.NET.Sdk
args = ["/restore", "/t:Build", "/p:Configuration=Release"]
if push_nupkgs_local:
args += ["/p:ClearNuGetLocalCache=true", "/p:PushNuGetToLocalSource=" + push_nupkgs_local]
if precision == "double":
args += ["/p:GodotFloat64=true"]
if no_deprecated:
args += ["/p:GodotNoDeprecated=true"]
sln = os.path.join(module_dir, "editor/Godot.NET.Sdk/Godot.NET.Sdk.sln")
exit_code = run_msbuild(msbuild_tool, sln=sln, chdir_to=module_dir, msbuild_args=args)
if exit_code != 0:
return exit_code
return 0
def main():
import argparse
import sys
parser = argparse.ArgumentParser(description="Builds all Godot .NET solutions")
parser.add_argument("--godot-output-dir", type=str, required=True)
parser.add_argument(
"--dev-debug",
action="store_true",
default=False,
help="Build GodotTools and Godot.NET.Sdk with 'Configuration=Debug'",
)
parser.add_argument("--godot-platform", type=str, default="")
parser.add_argument("--mono-prefix", type=str, default="")
parser.add_argument("--push-nupkgs-local", type=str, default="")
parser.add_argument(
"--precision", type=str, default="single", choices=["single", "double"], help="Floating-point precision level"
)
parser.add_argument(
"--no-deprecated",
action="store_true",
default=False,
help="Build GodotSharp without using deprecated features. This is required, if the engine was built with 'deprecated=no'.",
)
args = parser.parse_args()
this_script_dir = os.path.dirname(os.path.realpath(__file__))
module_dir = os.path.abspath(os.path.join(this_script_dir, os.pardir))
output_dir = os.path.abspath(args.godot_output_dir)
push_nupkgs_local = os.path.abspath(args.push_nupkgs_local) if args.push_nupkgs_local else None
msbuild_tool = find_any_msbuild_tool(args.mono_prefix)
if msbuild_tool is None:
print("Unable to find MSBuild")
sys.exit(1)
exit_code = build_all(
msbuild_tool,
module_dir,
output_dir,
args.godot_platform,
args.dev_debug,
push_nupkgs_local,
args.precision,
args.no_deprecated,
)
sys.exit(exit_code)
if __name__ == "__main__":
main()