mirror of
https://github.com/godotengine/godot.git
synced 2024-12-21 10:25:24 +08:00
427 lines
14 KiB
Python
Executable File
427 lines
14 KiB
Python
Executable File
#!/usr/bin/python3
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import os
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import os.path
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import shlex
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import subprocess
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from dataclasses import dataclass
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from typing import Optional, List
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def find_dotnet_cli():
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if os.name == "nt":
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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, "dotnet")
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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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else:
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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, "dotnet")
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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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def find_msbuild_standalone_windows():
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msbuild_tools_path = 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")
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return None
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def find_msbuild_mono_windows(mono_prefix):
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assert mono_prefix is not None
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mono_bin_dir = os.path.join(mono_prefix, "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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return msbuild_mono
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return None
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def find_msbuild_mono_unix():
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import sys
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hint_dirs = []
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if sys.platform == "darwin":
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hint_dirs[:0] = [
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"/Library/Frameworks/Mono.framework/Versions/Current/bin",
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"/usr/local/var/homebrew/linked/mono/bin",
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]
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for hint_dir in hint_dirs:
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hint_path = os.path.join(hint_dir, "msbuild")
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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, "msbuild")
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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_tools_path_reg():
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import subprocess
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program_files = os.getenv("PROGRAMFILES(X86)")
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if not program_files:
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program_files = os.getenv("PROGRAMFILES")
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vswhere = os.path.join(program_files, "Microsoft Visual Studio", "Installer", "vswhere.exe")
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vswhere_args = ["-latest", "-products", "*", "-requires", "Microsoft.Component.MSBuild"]
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try:
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lines = subprocess.check_output([vswhere] + vswhere_args).splitlines()
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for line in lines:
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parts = line.decode("utf-8").split(":", 1)
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if len(parts) < 2 or parts[0] != "installationPath":
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continue
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val = parts[1].strip()
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if not val:
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raise ValueError("Value of `installationPath` entry is empty")
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# Since VS2019, the directory is simply named "Current"
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msbuild_dir = os.path.join(val, "MSBuild", "Current", "Bin")
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if os.path.isdir(msbuild_dir):
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return msbuild_dir
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# Directory name "15.0" is used in VS 2017
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return os.path.join(val, "MSBuild", "15.0", "Bin")
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raise ValueError("Cannot find `installationPath` entry")
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except ValueError as e:
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print("Error reading output from vswhere: " + str(e))
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except OSError:
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pass # Fine, vswhere not found
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except (subprocess.CalledProcessError, OSError):
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pass
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@dataclass
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class ToolsLocation:
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dotnet_cli: str = ""
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msbuild_standalone: str = ""
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msbuild_mono: str = ""
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mono_bin_dir: str = ""
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def find_any_msbuild_tool(mono_prefix):
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# Preference order: dotnet CLI > Standalone MSBuild > Mono's MSBuild
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# Find dotnet CLI
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dotnet_cli = find_dotnet_cli()
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if dotnet_cli:
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return ToolsLocation(dotnet_cli=dotnet_cli)
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# Find standalone MSBuild
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if os.name == "nt":
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msbuild_standalone = find_msbuild_standalone_windows()
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if msbuild_standalone:
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return ToolsLocation(msbuild_standalone=msbuild_standalone)
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if mono_prefix:
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# Find Mono's MSBuild
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if os.name == "nt":
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msbuild_mono = find_msbuild_mono_windows(mono_prefix)
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if msbuild_mono:
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return ToolsLocation(msbuild_mono=msbuild_mono)
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else:
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msbuild_mono = find_msbuild_mono_unix()
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if msbuild_mono:
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return ToolsLocation(msbuild_mono=msbuild_mono)
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return None
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def run_msbuild(tools: ToolsLocation, sln: str, chdir_to: str, msbuild_args: Optional[List[str]] = None):
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using_msbuild_mono = False
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# Preference order: dotnet CLI > Standalone MSBuild > Mono's MSBuild
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if tools.dotnet_cli:
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args = [tools.dotnet_cli, "msbuild"]
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elif tools.msbuild_standalone:
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args = [tools.msbuild_standalone]
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elif tools.msbuild_mono:
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args = [tools.msbuild_mono]
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using_msbuild_mono = True
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else:
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raise RuntimeError("Path to MSBuild or dotnet CLI not provided.")
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args += [sln]
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if msbuild_args:
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args += msbuild_args
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print("Running MSBuild: ", " ".join(shlex.quote(arg) for arg in args), flush=True)
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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 using_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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msbuild_env.update(
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{
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"CscToolExe": os.path.join(tools.mono_bin_dir, "csc.bat"),
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"VbcToolExe": os.path.join(tools.mono_bin_dir, "vbc.bat"),
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"FscToolExe": os.path.join(tools.mono_bin_dir, "fsharpc.bat"),
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}
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)
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# We want to control cwd when running msbuild, because that's where the search for global.json begins.
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return subprocess.call(args, env=msbuild_env, cwd=chdir_to)
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def build_godot_api(msbuild_tool, module_dir, output_dir, push_nupkgs_local, precision):
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target_filenames = [
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"GodotSharp.dll",
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"GodotSharp.pdb",
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"GodotSharp.xml",
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"GodotSharpEditor.dll",
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"GodotSharpEditor.pdb",
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"GodotSharpEditor.xml",
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"GodotPlugins.dll",
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"GodotPlugins.pdb",
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"GodotPlugins.runtimeconfig.json",
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]
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for build_config in ["Debug", "Release"]:
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editor_api_dir = os.path.join(output_dir, "GodotSharp", "Api", build_config)
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targets = [os.path.join(editor_api_dir, filename) for filename in target_filenames]
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args = ["/restore", "/t:Build", "/p:Configuration=" + build_config, "/p:NoWarn=1591"]
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if push_nupkgs_local:
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args += ["/p:ClearNuGetLocalCache=true", "/p:PushNuGetToLocalSource=" + push_nupkgs_local]
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if precision == "double":
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args += ["/p:GodotFloat64=true"]
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sln = os.path.join(module_dir, "glue/GodotSharp/GodotSharp.sln")
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exit_code = run_msbuild(msbuild_tool, sln=sln, chdir_to=module_dir, msbuild_args=args)
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if exit_code != 0:
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return exit_code
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# Copy targets
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core_src_dir = os.path.abspath(os.path.join(sln, os.pardir, "GodotSharp", "bin", build_config))
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editor_src_dir = os.path.abspath(os.path.join(sln, os.pardir, "GodotSharpEditor", "bin", build_config))
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plugins_src_dir = os.path.abspath(os.path.join(sln, os.pardir, "GodotPlugins", "bin", build_config, "net6.0"))
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if not os.path.isdir(editor_api_dir):
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assert not os.path.isfile(editor_api_dir)
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os.makedirs(editor_api_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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src_path = os.path.join(core_src_dir, filename)
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if not os.path.isfile(src_path):
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src_path = os.path.join(editor_src_dir, filename)
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if not os.path.isfile(src_path):
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src_path = os.path.join(plugins_src_dir, filename)
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print(f"Copying assembly to {target_path}...")
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copy(src_path, target_path)
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for scons_target in targets:
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copy_target(scons_target)
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return 0
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def generate_sdk_package_versions():
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# I can't believe importing files in Python is so convoluted when not
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# following the golden standard for packages/modules.
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import os
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import sys
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from os.path import dirname
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# We want ../../../methods.py.
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script_path = dirname(os.path.abspath(__file__))
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root_path = dirname(dirname(dirname(script_path)))
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sys.path.insert(0, root_path)
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from methods import get_version_info
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version_info = get_version_info("")
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sys.path.remove(root_path)
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version_str = "{major}.{minor}.{patch}".format(**version_info)
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version_status = version_info["status"]
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if version_status != "stable": # Pre-release
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# If version was overridden to be e.g. "beta3", we insert a dot between
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# "beta" and "3" to follow SemVer 2.0.
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import re
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match = re.search(r"[\d]+$", version_status)
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if match:
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pos = match.start()
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version_status = version_status[:pos] + "." + version_status[pos:]
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version_str += "-" + version_status
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import version
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version_defines = (
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[
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f"GODOT{version.major}",
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f"GODOT{version.major}_{version.minor}",
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f"GODOT{version.major}_{version.minor}_{version.patch}",
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]
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+ [f"GODOT{v}_OR_GREATER" for v in range(4, version.major + 1)]
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+ [f"GODOT{version.major}_{v}_OR_GREATER" for v in range(0, version.minor + 1)]
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+ [f"GODOT{version.major}_{version.minor}_{v}_OR_GREATER" for v in range(0, version.patch + 1)]
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)
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props = """<Project>
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<PropertyGroup>
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<PackageVersion_GodotSharp>{0}</PackageVersion_GodotSharp>
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<PackageVersion_Godot_NET_Sdk>{0}</PackageVersion_Godot_NET_Sdk>
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<PackageVersion_Godot_SourceGenerators>{0}</PackageVersion_Godot_SourceGenerators>
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<GodotVersionConstants>{1}</GodotVersionConstants>
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</PropertyGroup>
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</Project>
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""".format(
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version_str, ";".join(version_defines)
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)
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# We write in ../SdkPackageVersions.props.
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with open(os.path.join(dirname(script_path), "SdkPackageVersions.props"), "w", encoding="utf-8", newline="\n") as f:
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f.write(props)
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# Also write the versioned docs URL to a constant for the Source Generators.
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constants = """namespace Godot.SourceGenerators
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{{
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// TODO: This is currently disabled because of https://github.com/dotnet/roslyn/issues/52904
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#pragma warning disable IDE0040 // Add accessibility modifiers.
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partial class Common
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{{
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public const string VersionDocsUrl = "https://docs.godotengine.org/en/{docs_branch}";
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}}
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}}
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""".format(
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**version_info
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)
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generators_dir = os.path.join(
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dirname(script_path),
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"editor",
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"Godot.NET.Sdk",
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"Godot.SourceGenerators",
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"Generated",
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)
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os.makedirs(generators_dir, exist_ok=True)
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with open(os.path.join(generators_dir, "Common.Constants.cs"), "w", encoding="utf-8", newline="\n") as f:
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f.write(constants)
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def build_all(msbuild_tool, module_dir, output_dir, godot_platform, dev_debug, push_nupkgs_local, precision):
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# Generate SdkPackageVersions.props and VersionDocsUrl constant
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generate_sdk_package_versions()
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# Godot API
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exit_code = build_godot_api(msbuild_tool, module_dir, output_dir, push_nupkgs_local, precision)
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if exit_code != 0:
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return exit_code
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# GodotTools
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sln = os.path.join(module_dir, "editor/GodotTools/GodotTools.sln")
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args = ["/restore", "/t:Build", "/p:Configuration=" + ("Debug" if dev_debug else "Release")] + (
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["/p:GodotPlatform=" + godot_platform] if godot_platform else []
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)
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if push_nupkgs_local:
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args += ["/p:ClearNuGetLocalCache=true", "/p:PushNuGetToLocalSource=" + push_nupkgs_local]
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if precision == "double":
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args += ["/p:GodotFloat64=true"]
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exit_code = run_msbuild(msbuild_tool, sln=sln, chdir_to=module_dir, msbuild_args=args)
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if exit_code != 0:
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return exit_code
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# Godot.NET.Sdk
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args = ["/restore", "/t:Build", "/p:Configuration=Release"]
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if push_nupkgs_local:
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args += ["/p:ClearNuGetLocalCache=true", "/p:PushNuGetToLocalSource=" + push_nupkgs_local]
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if precision == "double":
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args += ["/p:GodotFloat64=true"]
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sln = os.path.join(module_dir, "editor/Godot.NET.Sdk/Godot.NET.Sdk.sln")
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exit_code = run_msbuild(msbuild_tool, sln=sln, chdir_to=module_dir, msbuild_args=args)
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if exit_code != 0:
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return exit_code
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return 0
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def main():
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import argparse
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import sys
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parser = argparse.ArgumentParser(description="Builds all Godot .NET solutions")
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parser.add_argument("--godot-output-dir", type=str, required=True)
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parser.add_argument(
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"--dev-debug",
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action="store_true",
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default=False,
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help="Build GodotTools and Godot.NET.Sdk with 'Configuration=Debug'",
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)
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parser.add_argument("--godot-platform", type=str, default="")
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parser.add_argument("--mono-prefix", type=str, default="")
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parser.add_argument("--push-nupkgs-local", type=str, default="")
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parser.add_argument(
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"--precision", type=str, default="single", choices=["single", "double"], help="Floating-point precision level"
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)
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args = parser.parse_args()
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this_script_dir = os.path.dirname(os.path.realpath(__file__))
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module_dir = os.path.abspath(os.path.join(this_script_dir, os.pardir))
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output_dir = os.path.abspath(args.godot_output_dir)
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push_nupkgs_local = os.path.abspath(args.push_nupkgs_local) if args.push_nupkgs_local else None
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msbuild_tool = find_any_msbuild_tool(args.mono_prefix)
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if msbuild_tool is None:
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print("Unable to find MSBuild")
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sys.exit(1)
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exit_code = build_all(
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msbuild_tool,
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module_dir,
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output_dir,
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args.godot_platform,
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args.dev_debug,
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push_nupkgs_local,
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args.precision,
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)
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sys.exit(exit_code)
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if __name__ == "__main__":
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main()
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