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authorIgnacio Etcheverry <ignalfonsore@gmail.com>2018-06-05 22:18:43 +0200
committerIgnacio Etcheverry <ignalfonsore@gmail.com>2018-06-05 22:18:43 +0200
commit25f10b3c406761b0bb88bf70da1ba2d8f5335fbd (patch)
treeb1eaefc2fcfa1c0260863da294baa3eeac19c494
parent7933a6cc9fcf2b54e19be6b5b18874069a05331b (diff)
Mono: Fix passing wrong logger assembly path to MSBuild
- Add option to print MSBuild's stdout and stderr instead of redirecting it. This can be enabled by setting the environment variable: Godot_DEBUG_MSBUILD=1
-rw-r--r--modules/mono/editor/GodotSharpTools/Build/BuildSystem.cs37
-rw-r--r--modules/mono/editor/godotsharp_builds.cpp5
2 files changed, 30 insertions, 12 deletions
diff --git a/modules/mono/editor/GodotSharpTools/Build/BuildSystem.cs b/modules/mono/editor/GodotSharpTools/Build/BuildSystem.cs
index f3b4b66663..a5dd37b5dc 100644
--- a/modules/mono/editor/GodotSharpTools/Build/BuildSystem.cs
+++ b/modules/mono/editor/GodotSharpTools/Build/BuildSystem.cs
@@ -78,6 +78,8 @@ namespace GodotSharpTools.Build
public bool Build(string loggerAssemblyPath, string loggerOutputDir, string[] customProperties = null)
{
+ bool debugMSBuild = IsDebugMSBuildRequested();
+
List<string> customPropertiesList = new List<string>();
if (customProperties != null)
@@ -92,9 +94,10 @@ namespace GodotSharpTools.Build
ProcessStartInfo startInfo = new ProcessStartInfo(GetMSBuildPath(), compilerArgs);
- // No console output, thanks
- startInfo.RedirectStandardOutput = true;
- startInfo.RedirectStandardError = true;
+ bool redirectOutput = !debugMSBuild;
+
+ startInfo.RedirectStandardOutput = redirectOutput;
+ startInfo.RedirectStandardError = redirectOutput;
startInfo.UseShellExecute = false;
if (UsingMonoMSBuildOnWindows)
@@ -116,8 +119,11 @@ namespace GodotSharpTools.Build
process.Start();
- process.BeginOutputReadLine();
- process.BeginErrorReadLine();
+ if (redirectOutput)
+ {
+ process.BeginOutputReadLine();
+ process.BeginErrorReadLine();
+ }
process.WaitForExit();
@@ -129,6 +135,8 @@ namespace GodotSharpTools.Build
public bool BuildAsync(string loggerAssemblyPath, string loggerOutputDir, string[] customProperties = null)
{
+ bool debugMSBuild = IsDebugMSBuildRequested();
+
if (process != null)
throw new InvalidOperationException("Already in use");
@@ -146,9 +154,10 @@ namespace GodotSharpTools.Build
ProcessStartInfo startInfo = new ProcessStartInfo(GetMSBuildPath(), compilerArgs);
- // No console output, thanks
- startInfo.RedirectStandardOutput = true;
- startInfo.RedirectStandardError = true;
+ bool redirectOutput = !debugMSBuild;
+
+ startInfo.RedirectStandardOutput = redirectOutput;
+ startInfo.RedirectStandardError = redirectOutput;
startInfo.UseShellExecute = false;
if (UsingMonoMSBuildOnWindows)
@@ -171,8 +180,11 @@ namespace GodotSharpTools.Build
process.Start();
- process.BeginOutputReadLine();
- process.BeginErrorReadLine();
+ if (redirectOutput)
+ {
+ process.BeginOutputReadLine();
+ process.BeginErrorReadLine();
+ }
return true;
}
@@ -220,6 +232,11 @@ namespace GodotSharpTools.Build
Dispose();
}
+ private static bool IsDebugMSBuildRequested()
+ {
+ return Environment.GetEnvironmentVariable("GODOT_DEBUG_MSBUILD").Trim() == "1";
+ }
+
public void Dispose()
{
if (process != null)
diff --git a/modules/mono/editor/godotsharp_builds.cpp b/modules/mono/editor/godotsharp_builds.cpp
index e29384aabf..3adfc62d73 100644
--- a/modules/mono/editor/godotsharp_builds.cpp
+++ b/modules/mono/editor/godotsharp_builds.cpp
@@ -527,8 +527,9 @@ void GodotSharpBuilds::BuildProcess::start(bool p_blocking) {
// Call Build
- Variant logger_assembly = OS::get_singleton()->get_executable_path().get_base_dir().plus_file(EDITOR_TOOLS_ASSEMBLY_NAME) + ".dll";
- Variant logger_output_dir = logs_dir;
+ String logger_assembly_path = GDMono::get_singleton()->get_editor_tools_assembly()->get_path();
+ Variant logger_assembly = ProjectSettings::get_singleton()->globalize_path(logger_assembly_path);
+ Variant logger_output_dir = log_dirpath;
Variant custom_props = build_info.custom_props;
const Variant *args[3] = { &logger_assembly, &logger_output_dir, &custom_props };