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513ee857a9
The main focus here was to remove the majority of code that relied on Mono's embedding APIs, specially the reflection APIs. The embedding APIs we still use are the bare minimum we need for things to work. A lot of code was moved to C#. We no longer deal with any managed objects (`MonoObject*`, and such) in native code, and all marshaling is done in C#. The reason for restructuring the code and move away from embedding APIs is that once we move to .NET Core, we will be limited by the much more minimal .NET hosting. PERFORMANCE REGRESSIONS ----------------------- Some parts of the code were written with little to no concern about performance. This includes code that calls into script methods and accesses script fields, properties and events. The reason for this is that all of that will be moved to source generators, so any work prior to that would be a waste of time. DISABLED FEATURES ----------------- Some code was removed as it no longer makes sense (or won't make sense in the future). Other parts were commented out with `#if 0`s and TODO warnings because it doesn't make much sense to work on them yet as those parts will change heavily when we switch to .NET Core but also when we start introducing source generators. As such, the following features were disabled temporarily: - Assembly-reloading (will be done with ALCs in .NET Core). - Properties/fields exports and script method listing (will be handled by source generators in the future). - Exception logging in the editor and stack info for errors. - Exporting games. - Building of C# projects. We no longer copy the Godot API assemblies to the project directory, so MSBuild won't be able to find them. The idea is to turn them into NuGet packages in the future, which could also be obtained from local NuGet sources during development.
328 lines
10 KiB
C++
328 lines
10 KiB
C++
/*************************************************************************/
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/* godotsharp_dirs.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "godotsharp_dirs.h"
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#include "core/config/project_settings.h"
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#include "core/io/dir_access.h"
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#include "core/os/os.h"
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#ifdef TOOLS_ENABLED
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#include "core/version.h"
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#include "editor/editor_paths.h"
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#endif
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#ifdef ANDROID_ENABLED
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#include "mono_gd/support/android_support.h"
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#endif
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#include "mono_gd/gd_mono.h"
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namespace GodotSharpDirs {
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String _get_expected_build_config() {
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#ifdef TOOLS_ENABLED
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return "Debug";
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#else
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#ifdef DEBUG_ENABLED
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return "ExportDebug";
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#else
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return "ExportRelease";
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#endif
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#endif
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}
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String _get_mono_user_dir() {
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#ifdef TOOLS_ENABLED
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if (EditorPaths::get_singleton()) {
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return EditorPaths::get_singleton()->get_data_dir().plus_file("mono");
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} else {
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String settings_path;
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// Self-contained mode if a `._sc_` or `_sc_` file is present in executable dir.
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String exe_dir = OS::get_singleton()->get_executable_path().get_base_dir();
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// On macOS, look outside .app bundle, since .app bundle is read-only.
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if (OS::get_singleton()->has_feature("macos") && exe_dir.ends_with("MacOS") && exe_dir.plus_file("..").simplify_path().ends_with("Contents")) {
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exe_dir = exe_dir.plus_file("../../..").simplify_path();
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}
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Ref<DirAccess> d = DirAccess::create_for_path(exe_dir);
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if (d->file_exists("._sc_") || d->file_exists("_sc_")) {
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// contain yourself
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settings_path = exe_dir.plus_file("editor_data");
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} else {
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settings_path = OS::get_singleton()->get_data_path().plus_file(OS::get_singleton()->get_godot_dir_name());
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}
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return settings_path.plus_file("mono");
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}
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#else
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return OS::get_singleton()->get_user_data_dir().plus_file("mono");
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#endif
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}
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class _GodotSharpDirs {
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public:
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String res_data_dir;
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String res_metadata_dir;
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String res_config_dir;
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String res_temp_dir;
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String res_temp_assemblies_base_dir;
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String res_temp_assemblies_dir;
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String mono_user_dir;
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String mono_logs_dir;
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String api_assemblies_base_dir;
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String api_assemblies_dir;
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#ifdef TOOLS_ENABLED
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String mono_solutions_dir;
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String build_logs_dir;
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String sln_filepath;
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String csproj_filepath;
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String data_editor_tools_dir;
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#else
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// Equivalent of res_assemblies_dir, but in the data directory rather than in 'res://'.
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// Only defined on export templates. Used when exporting assemblies outside of PCKs.
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String data_game_assemblies_dir;
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#endif
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String data_mono_etc_dir;
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String data_mono_lib_dir;
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#ifdef WINDOWS_ENABLED
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String data_mono_bin_dir;
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#endif
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private:
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_GodotSharpDirs() {
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res_data_dir = ProjectSettings::get_singleton()->get_project_data_path().plus_file("mono");
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res_metadata_dir = res_data_dir.plus_file("metadata");
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res_config_dir = res_data_dir.plus_file("etc").plus_file("mono");
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// TODO use paths from csproj
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res_temp_dir = res_data_dir.plus_file("temp");
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res_temp_assemblies_base_dir = res_temp_dir.plus_file("bin");
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res_temp_assemblies_dir = res_temp_assemblies_base_dir.plus_file(_get_expected_build_config());
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api_assemblies_base_dir = res_data_dir.plus_file("assemblies");
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#ifdef JAVASCRIPT_ENABLED
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mono_user_dir = "user://";
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#else
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mono_user_dir = _get_mono_user_dir();
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#endif
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mono_logs_dir = mono_user_dir.plus_file("mono_logs");
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#ifdef TOOLS_ENABLED
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mono_solutions_dir = mono_user_dir.plus_file("solutions");
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build_logs_dir = mono_user_dir.plus_file("build_logs");
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String appname = ProjectSettings::get_singleton()->get("application/config/name");
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String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
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if (appname_safe.is_empty()) {
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appname_safe = "UnnamedProject";
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}
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String base_path = ProjectSettings::get_singleton()->globalize_path("res://");
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sln_filepath = base_path.plus_file(appname_safe + ".sln");
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csproj_filepath = base_path.plus_file(appname_safe + ".csproj");
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#endif
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String exe_dir = OS::get_singleton()->get_executable_path().get_base_dir();
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#ifdef TOOLS_ENABLED
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String data_dir_root = exe_dir.plus_file("GodotSharp");
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data_editor_tools_dir = data_dir_root.plus_file("Tools");
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api_assemblies_base_dir = data_dir_root.plus_file("Api");
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String data_mono_root_dir = data_dir_root.plus_file("Mono");
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data_mono_etc_dir = data_mono_root_dir.plus_file("etc");
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#ifdef ANDROID_ENABLED
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data_mono_lib_dir = gdmono::android::support::get_app_native_lib_dir();
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#else
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data_mono_lib_dir = data_mono_root_dir.plus_file("lib");
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#endif
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#ifdef WINDOWS_ENABLED
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data_mono_bin_dir = data_mono_root_dir.plus_file("bin");
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#endif
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#ifdef MACOS_ENABLED
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if (!DirAccess::exists(data_editor_tools_dir)) {
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data_editor_tools_dir = exe_dir.plus_file("../Resources/GodotSharp/Tools");
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}
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if (!DirAccess::exists(api_assemblies_base_dir)) {
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api_assemblies_base_dir = exe_dir.plus_file("../Resources/GodotSharp/Api");
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}
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if (!DirAccess::exists(data_mono_root_dir)) {
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data_mono_etc_dir = exe_dir.plus_file("../Resources/GodotSharp/Mono/etc");
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data_mono_lib_dir = exe_dir.plus_file("../Resources/GodotSharp/Mono/lib");
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}
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#endif
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#else
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String appname = ProjectSettings::get_singleton()->get("application/config/name");
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String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
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String data_dir_root = exe_dir.plus_file("data_" + appname_safe);
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if (!DirAccess::exists(data_dir_root)) {
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data_dir_root = exe_dir.plus_file("data_Godot");
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}
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String data_mono_root_dir = data_dir_root.plus_file("Mono");
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data_mono_etc_dir = data_mono_root_dir.plus_file("etc");
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#ifdef ANDROID_ENABLED
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data_mono_lib_dir = gdmono::android::support::get_app_native_lib_dir();
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#else
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data_mono_lib_dir = data_mono_root_dir.plus_file("lib");
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data_game_assemblies_dir = data_dir_root.plus_file("Assemblies");
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#endif
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#ifdef WINDOWS_ENABLED
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data_mono_bin_dir = data_mono_root_dir.plus_file("bin");
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#endif
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#ifdef MACOS_ENABLED
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if (!DirAccess::exists(data_mono_root_dir)) {
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data_mono_etc_dir = exe_dir.plus_file("../Resources/GodotSharp/Mono/etc");
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data_mono_lib_dir = exe_dir.plus_file("../Resources/GodotSharp/Mono/lib");
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}
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if (!DirAccess::exists(data_game_assemblies_dir)) {
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data_game_assemblies_dir = exe_dir.plus_file("../Resources/GodotSharp/Assemblies");
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}
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#endif
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#endif
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api_assemblies_dir = api_assemblies_base_dir.plus_file(GDMono::get_expected_api_build_config());
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}
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public:
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static _GodotSharpDirs &get_singleton() {
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static _GodotSharpDirs singleton;
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return singleton;
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}
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};
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String get_res_data_dir() {
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return _GodotSharpDirs::get_singleton().res_data_dir;
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}
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String get_res_metadata_dir() {
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return _GodotSharpDirs::get_singleton().res_metadata_dir;
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}
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String get_res_config_dir() {
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return _GodotSharpDirs::get_singleton().res_config_dir;
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}
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String get_res_temp_dir() {
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return _GodotSharpDirs::get_singleton().res_temp_dir;
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}
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String get_res_temp_assemblies_base_dir() {
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return _GodotSharpDirs::get_singleton().res_temp_assemblies_base_dir;
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}
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String get_res_temp_assemblies_dir() {
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return _GodotSharpDirs::get_singleton().res_temp_assemblies_dir;
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}
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String get_api_assemblies_dir() {
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return _GodotSharpDirs::get_singleton().api_assemblies_dir;
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}
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String get_api_assemblies_base_dir() {
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return _GodotSharpDirs::get_singleton().api_assemblies_base_dir;
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}
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String get_mono_user_dir() {
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return _GodotSharpDirs::get_singleton().mono_user_dir;
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}
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String get_mono_logs_dir() {
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return _GodotSharpDirs::get_singleton().mono_logs_dir;
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}
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#ifdef TOOLS_ENABLED
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String get_mono_solutions_dir() {
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return _GodotSharpDirs::get_singleton().mono_solutions_dir;
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}
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String get_build_logs_dir() {
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return _GodotSharpDirs::get_singleton().build_logs_dir;
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}
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String get_project_sln_path() {
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return _GodotSharpDirs::get_singleton().sln_filepath;
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}
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String get_project_csproj_path() {
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return _GodotSharpDirs::get_singleton().csproj_filepath;
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}
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String get_data_editor_tools_dir() {
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return _GodotSharpDirs::get_singleton().data_editor_tools_dir;
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}
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#else
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String get_data_game_assemblies_dir() {
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return _GodotSharpDirs::get_singleton().data_game_assemblies_dir;
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}
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#endif
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String get_data_mono_etc_dir() {
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return _GodotSharpDirs::get_singleton().data_mono_etc_dir;
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}
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String get_data_mono_lib_dir() {
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return _GodotSharpDirs::get_singleton().data_mono_lib_dir;
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}
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#ifdef WINDOWS_ENABLED
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String get_data_mono_bin_dir() {
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return _GodotSharpDirs::get_singleton().data_mono_bin_dir;
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}
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#endif
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} // namespace GodotSharpDirs
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