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authorIgnacio Etcheverry <ignalfonsore@gmail.com>2020-07-20 15:48:12 +0200
committerIgnacio Etcheverry <ignalfonsore@gmail.com>2020-07-25 19:22:01 +0200
commitced77b1e9b5ffe0eb66de3d730d8583d12366c91 (patch)
tree2e5bd7cd61f07fbb1cfb0e2e8762f7fe39977d0a /modules/mono/editor/GodotTools/GodotTools.ProjectEditor/ProjectUtils.cs
parent0cd98ec7e13038d09a77cf821e930be79026f943 (diff)
C#: Switch games to MSBuild Sdks and .NET Standard
Godot.NET.Sdk ------------- Godot uses its own custom MSBuild Sdk for game projects. This new Sdk adds its own functionality on top of 'Microsoft.NET.Sdk'. The new Sdk is resolved from the NuGet package. All the default boilerplate was moved from game projects to the Sdk. The default csproj for game project can now be as simple as: ``` <Project Sdk="Godot.NET.Sdk/4.0.0-dev2"> <PropertyGroup> <TargetFramework>netstandard2.1</TargetFramework> </PropertyGroup> </Project> ``` Source files are included by automatically so Godot no longer needs to keep the csproj in sync when creating new source files. Define constants ---------------- Godot defines a list of constants for conditional compilation. When exporting games, this list also included engine 'features' and platform 'bits'. There were a few problems with that: - The 'features' constants were only defined when exporting games. Not when building the game for running in the editor player. - If the project was built externally by an IDE, the constants wouldn't be defined at all. The new Sdk assigns default values to these constants when not built from the Godot editor, i.e.: when built from an IDE or from the command line. The default define constants are determined from the system MSBuild is running on. However, it's not possible for MSBuild to determine the set of supported engine features. It's also not possible to determine if a project is being built to run on a 32-bit or 64-bit Godot executable. As such the 'features' and 'bits' constants had to be removed. The benefit of checking those at compile time was questionable, and they can still be checked at runtime. The new list of define constants includes: - GODOT - GODOT_<PLATFORM> Defaults to the platform MSBuild is running on. - GODOT_<PC/MOBILE/WEB> - TOOLS When building with the 'Debug' configuration (editor and editor player). - GODOT_REAL_T_IS_DOUBLE Not defined by default unless $(GodotRealTIsDouble) is overriden to be 'true'. .NET Standard ------------- The target framework of game projects was changed to 'netstandard2.1'.
Diffstat (limited to 'modules/mono/editor/GodotTools/GodotTools.ProjectEditor/ProjectUtils.cs')
-rw-r--r--modules/mono/editor/GodotTools/GodotTools.ProjectEditor/ProjectUtils.cs341
1 files changed, 27 insertions, 314 deletions
diff --git a/modules/mono/editor/GodotTools/GodotTools.ProjectEditor/ProjectUtils.cs b/modules/mono/editor/GodotTools/GodotTools.ProjectEditor/ProjectUtils.cs
index 8774b4ee31..4041c56597 100644
--- a/modules/mono/editor/GodotTools/GodotTools.ProjectEditor/ProjectUtils.cs
+++ b/modules/mono/editor/GodotTools/GodotTools.ProjectEditor/ProjectUtils.cs
@@ -1,9 +1,9 @@
+using System;
using GodotTools.Core;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
-using System.Reflection;
using Microsoft.Build.Construction;
using Microsoft.Build.Globbing;
@@ -11,7 +11,7 @@ namespace GodotTools.ProjectEditor
{
public sealed class MSBuildProject
{
- public ProjectRootElement Root { get; }
+ internal ProjectRootElement Root { get; set; }
public bool HasUnsavedChanges { get; set; }
@@ -31,91 +31,7 @@ namespace GodotTools.ProjectEditor
return root != null ? new MSBuildProject(root) : null;
}
- public static void AddItemToProjectChecked(string projectPath, string itemType, string include)
- {
- var dir = Directory.GetParent(projectPath).FullName;
- var root = ProjectRootElement.Open(projectPath);
- Debug.Assert(root != null);
-
- var normalizedInclude = include.RelativeToPath(dir).Replace("/", "\\");
-
- if (root.AddItemChecked(itemType, normalizedInclude))
- root.Save();
- }
-
- public static void RenameItemInProjectChecked(string projectPath, string itemType, string oldInclude, string newInclude)
- {
- var dir = Directory.GetParent(projectPath).FullName;
- var root = ProjectRootElement.Open(projectPath);
- Debug.Assert(root != null);
-
- var normalizedOldInclude = oldInclude.NormalizePath();
- var normalizedNewInclude = newInclude.NormalizePath();
-
- var item = root.FindItemOrNullAbs(itemType, normalizedOldInclude);
-
- if (item == null)
- return;
-
- item.Include = normalizedNewInclude.RelativeToPath(dir).Replace("/", "\\");
- root.Save();
- }
-
- public static void RemoveItemFromProjectChecked(string projectPath, string itemType, string include)
- {
- var root = ProjectRootElement.Open(projectPath);
- Debug.Assert(root != null);
-
- var normalizedInclude = include.NormalizePath();
-
- if (root.RemoveItemChecked(itemType, normalizedInclude))
- root.Save();
- }
-
- public static void RenameItemsToNewFolderInProjectChecked(string projectPath, string itemType, string oldFolder, string newFolder)
- {
- var dir = Directory.GetParent(projectPath).FullName;
- var root = ProjectRootElement.Open(projectPath);
- Debug.Assert(root != null);
-
- bool dirty = false;
-
- var oldFolderNormalized = oldFolder.NormalizePath();
- var newFolderNormalized = newFolder.NormalizePath();
- string absOldFolderNormalized = Path.GetFullPath(oldFolderNormalized).NormalizePath();
- string absNewFolderNormalized = Path.GetFullPath(newFolderNormalized).NormalizePath();
-
- foreach (var item in root.FindAllItemsInFolder(itemType, oldFolderNormalized))
- {
- string absPathNormalized = Path.GetFullPath(item.Include).NormalizePath();
- string absNewIncludeNormalized = absNewFolderNormalized + absPathNormalized.Substring(absOldFolderNormalized.Length);
- item.Include = absNewIncludeNormalized.RelativeToPath(dir).Replace("/", "\\");
- dirty = true;
- }
-
- if (dirty)
- root.Save();
- }
-
- public static void RemoveItemsInFolderFromProjectChecked(string projectPath, string itemType, string folder)
- {
- var root = ProjectRootElement.Open(projectPath);
- Debug.Assert(root != null);
-
- var folderNormalized = folder.NormalizePath();
-
- var itemsToRemove = root.FindAllItemsInFolder(itemType, folderNormalized).ToList();
-
- if (itemsToRemove.Count > 0)
- {
- foreach (var item in itemsToRemove)
- item.Parent.RemoveChild(item);
-
- root.Save();
- }
- }
-
- private static string[] GetAllFilesRecursive(string rootDirectory, string mask)
+ private static List<string> GetAllFilesRecursive(string rootDirectory, string mask)
{
string[] files = Directory.GetFiles(rootDirectory, mask, SearchOption.AllDirectories);
@@ -125,262 +41,59 @@ namespace GodotTools.ProjectEditor
files[i] = files[i].RelativeToPath(rootDirectory);
}
- return files;
+ return new List<string>(files);
}
- public static string[] GetIncludeFiles(string projectPath, string itemType)
+ // NOTE: Assumes auto-including items. Only used by the scripts metadata generator, which will be replaced with source generators in the future.
+ public static IEnumerable<string> GetIncludeFiles(string projectPath, string itemType)
{
- var result = new List<string>();
- var existingFiles = GetAllFilesRecursive(Path.GetDirectoryName(projectPath), "*.cs");
+ var excluded = new List<string>();
+ var includedFiles = GetAllFilesRecursive(Path.GetDirectoryName(projectPath), "*.cs");
var root = ProjectRootElement.Open(projectPath);
Debug.Assert(root != null);
- foreach (var itemGroup in root.ItemGroups)
+ foreach (var item in root.Items)
{
- if (itemGroup.Condition.Length != 0)
+ if (string.IsNullOrEmpty(item.Condition))
continue;
- foreach (var item in itemGroup.Items)
- {
- if (item.ItemType != itemType)
- continue;
-
- string normalizedInclude = item.Include.NormalizePath();
+ if (item.ItemType != itemType)
+ continue;
- var glob = MSBuildGlob.Parse(normalizedInclude);
+ string normalizedExclude = item.Exclude.NormalizePath();
- // TODO Check somehow if path has no blob to avoid the following loop...
+ var glob = MSBuildGlob.Parse(normalizedExclude);
- foreach (var existingFile in existingFiles)
- {
- if (glob.IsMatch(existingFile))
- {
- result.Add(existingFile);
- }
- }
- }
+ excluded.AddRange(includedFiles.Where(includedFile => glob.IsMatch(includedFile)));
}
- return result.ToArray();
+ includedFiles.RemoveAll(f => excluded.Contains(f));
+
+ return includedFiles;
}
- public static void EnsureHasProjectTypeGuids(MSBuildProject project)
+ public static void MigrateToProjectSdksStyle(MSBuildProject project, string projectName)
{
- var root = project.Root;
-
- bool found = root.PropertyGroups.Any(pg =>
- string.IsNullOrEmpty(pg.Condition) && pg.Properties.Any(p => p.Name == "ProjectTypeGuids"));
+ var origRoot = project.Root;
- if (found)
+ if (!string.IsNullOrEmpty(origRoot.Sdk))
return;
- root.AddProperty("ProjectTypeGuids", ProjectGenerator.GodotDefaultProjectTypeGuids);
-
+ project.Root = ProjectGenerator.GenGameProject(projectName);
+ project.Root.FullPath = origRoot.FullPath;
project.HasUnsavedChanges = true;
}
- /// Simple function to make sure the Api assembly references are configured correctly
- public static void FixApiHintPath(MSBuildProject project)
- {
- var root = project.Root;
-
- void AddPropertyIfNotPresent(string name, string condition, string value)
- {
- if (root.PropertyGroups
- .Any(g => (string.IsNullOrEmpty(g.Condition) || g.Condition.Trim() == condition) &&
- g.Properties
- .Any(p => p.Name == name &&
- p.Value == value &&
- (p.Condition.Trim() == condition || g.Condition.Trim() == condition))))
- {
- return;
- }
-
- root.AddProperty(name, value).Condition = " " + condition + " ";
- project.HasUnsavedChanges = true;
- }
-
- AddPropertyIfNotPresent(name: "ApiConfiguration",
- condition: "'$(Configuration)' != 'ExportRelease'",
- value: "Debug");
- AddPropertyIfNotPresent(name: "ApiConfiguration",
- condition: "'$(Configuration)' == 'ExportRelease'",
- value: "Release");
-
- void SetReferenceHintPath(string referenceName, string condition, string hintPath)
- {
- foreach (var itemGroup in root.ItemGroups.Where(g =>
- g.Condition.Trim() == string.Empty || g.Condition.Trim() == condition))
- {
- var references = itemGroup.Items.Where(item =>
- item.ItemType == "Reference" &&
- item.Include == referenceName &&
- (item.Condition.Trim() == condition || itemGroup.Condition.Trim() == condition));
-
- var referencesWithHintPath = references.Where(reference =>
- reference.Metadata.Any(m => m.Name == "HintPath"));
-
- if (referencesWithHintPath.Any(reference => reference.Metadata
- .Any(m => m.Name == "HintPath" && m.Value == hintPath)))
- {
- // Found a Reference item with the right HintPath
- return;
- }
-
- var referenceWithHintPath = referencesWithHintPath.FirstOrDefault();
- if (referenceWithHintPath != null)
- {
- // Found a Reference item with a wrong HintPath
- foreach (var metadata in referenceWithHintPath.Metadata.ToList()
- .Where(m => m.Name == "HintPath"))
- {
- // Safe to remove as we duplicate with ToList() to loop
- referenceWithHintPath.RemoveChild(metadata);
- }
-
- referenceWithHintPath.AddMetadata("HintPath", hintPath);
- project.HasUnsavedChanges = true;
- return;
- }
-
- var referenceWithoutHintPath = references.FirstOrDefault();
- if (referenceWithoutHintPath != null)
- {
- // Found a Reference item without a HintPath
- referenceWithoutHintPath.AddMetadata("HintPath", hintPath);
- project.HasUnsavedChanges = true;
- return;
- }
- }
-
- // Found no Reference item at all. Add it.
- root.AddItem("Reference", referenceName).Condition = " " + condition + " ";
- project.HasUnsavedChanges = true;
- }
-
- const string coreProjectName = "GodotSharp";
- const string editorProjectName = "GodotSharpEditor";
-
- const string coreCondition = "";
- const string editorCondition = "'$(Configuration)' == 'Debug'";
-
- var coreHintPath = $"$(ProjectDir)/.mono/assemblies/$(ApiConfiguration)/{coreProjectName}.dll";
- var editorHintPath = $"$(ProjectDir)/.mono/assemblies/$(ApiConfiguration)/{editorProjectName}.dll";
-
- SetReferenceHintPath(coreProjectName, coreCondition, coreHintPath);
- SetReferenceHintPath(editorProjectName, editorCondition, editorHintPath);
- }
-
- public static void MigrateFromOldConfigNames(MSBuildProject project)
- {
- var root = project.Root;
-
- bool hasGodotProjectGeneratorVersion = false;
- bool foundOldConfiguration = false;
-
- foreach (var propertyGroup in root.PropertyGroups.Where(g => string.IsNullOrEmpty(g.Condition)))
- {
- if (!hasGodotProjectGeneratorVersion && propertyGroup.Properties.Any(p => p.Name == "GodotProjectGeneratorVersion"))
- hasGodotProjectGeneratorVersion = true;
-
- foreach (var configItem in propertyGroup.Properties
- .Where(p => p.Condition.Trim() == "'$(Configuration)' == ''" && p.Value == "Tools"))
- {
- configItem.Value = "Debug";
- foundOldConfiguration = true;
- project.HasUnsavedChanges = true;
- }
- }
-
- if (!hasGodotProjectGeneratorVersion)
- {
- root.PropertyGroups.First(g => string.IsNullOrEmpty(g.Condition))?
- .AddProperty("GodotProjectGeneratorVersion", Assembly.GetExecutingAssembly().GetName().Version.ToString());
- project.HasUnsavedChanges = true;
- }
-
- if (!foundOldConfiguration)
- {
- var toolsConditions = new[]
- {
- "'$(Configuration)|$(Platform)' == 'Tools|AnyCPU'",
- "'$(Configuration)|$(Platform)' != 'Tools|AnyCPU'",
- "'$(Configuration)' == 'Tools'",
- "'$(Configuration)' != 'Tools'"
- };
-
- foundOldConfiguration = root.PropertyGroups
- .Any(g => toolsConditions.Any(c => c == g.Condition.Trim()));
- }
-
- if (foundOldConfiguration)
- {
- void MigrateConfigurationConditions(string oldConfiguration, string newConfiguration)
- {
- void MigrateConditions(string oldCondition, string newCondition)
- {
- foreach (var propertyGroup in root.PropertyGroups.Where(g => g.Condition.Trim() == oldCondition))
- {
- propertyGroup.Condition = " " + newCondition + " ";
- project.HasUnsavedChanges = true;
- }
-
- foreach (var propertyGroup in root.PropertyGroups)
- {
- foreach (var prop in propertyGroup.Properties.Where(p => p.Condition.Trim() == oldCondition))
- {
- prop.Condition = " " + newCondition + " ";
- project.HasUnsavedChanges = true;
- }
- }
-
- foreach (var itemGroup in root.ItemGroups.Where(g => g.Condition.Trim() == oldCondition))
- {
- itemGroup.Condition = " " + newCondition + " ";
- project.HasUnsavedChanges = true;
- }
-
- foreach (var itemGroup in root.ItemGroups)
- {
- foreach (var item in itemGroup.Items.Where(item => item.Condition.Trim() == oldCondition))
- {
- item.Condition = " " + newCondition + " ";
- project.HasUnsavedChanges = true;
- }
- }
- }
-
- foreach (var op in new[] {"==", "!="})
- {
- MigrateConditions($"'$(Configuration)|$(Platform)' {op} '{oldConfiguration}|AnyCPU'", $"'$(Configuration)|$(Platform)' {op} '{newConfiguration}|AnyCPU'");
- MigrateConditions($"'$(Configuration)' {op} '{oldConfiguration}'", $"'$(Configuration)' {op} '{newConfiguration}'");
- }
- }
-
- MigrateConfigurationConditions("Debug", "ExportDebug");
- MigrateConfigurationConditions("Release", "ExportRelease");
- MigrateConfigurationConditions("Tools", "Debug"); // Must be last
- }
- }
-
- public static void EnsureHasNugetNetFrameworkRefAssemblies(MSBuildProject project)
+ public static void EnsureGodotSdkIsUpToDate(MSBuildProject project)
{
var root = project.Root;
+ string godotSdkAttrValue = ProjectGenerator.GodotSdkAttrValue;
- bool found = root.ItemGroups.Any(g => string.IsNullOrEmpty(g.Condition) && g.Items.Any(
- item => item.ItemType == "PackageReference" && item.Include == "Microsoft.NETFramework.ReferenceAssemblies"));
-
- if (found)
+ if (!string.IsNullOrEmpty(root.Sdk) && root.Sdk.Trim().Equals(godotSdkAttrValue, StringComparison.OrdinalIgnoreCase))
return;
- var frameworkRefAssembliesItem = root.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.Sdk = godotSdkAttrValue;
project.HasUnsavedChanges = true;
}
}