diff options
author | Ignacio Roldán Etcheverry <ignalfonsore@gmail.com> | 2022-02-27 21:57:52 +0100 |
---|---|---|
committer | Ignacio Roldán Etcheverry <ignalfonsore@gmail.com> | 2022-08-22 03:36:51 +0200 |
commit | 4b90d162502d65f20a89331898cd8a0b3eea8fe2 (patch) | |
tree | 3e1efc5a5638676aabe32e67f3ed342a8dbe808a /modules/mono/editor/GodotTools | |
parent | 18f805b3aad2be838a7396f18d4ebd99182b6935 (diff) |
C#: Initial NativeAOT support
This commit adds initial support for games exported as NativeAOT shared
libraries.
At this moment, the NativeAOT runtime is experimental. Additionally,
Godot is not trim-safe as it still makes some use of reflection.
For the time being, a rd.xml file is needed to prevent code triming:
```
<Directives xmlns="http://schemas.microsoft.com/netfx/2013/01/metadata">
<Application>
<Assembly Name="GodotSharp" Dynamic="Required All" />
<Assembly Name="GAME_ASSEMBLY" Dynamic="Required All" />
</Application>
</Directives>
```
These are the csproj changes for publishing:
```
<PropertyGroup>
<NativeLib>Shared</NativeLib>
</PropertyGroup>
<ItemGroup>
<RdXmlFile Include="rd.xml" />
<PackageReference Include="Microsoft.DotNet.ILCompiler" Version="7.0.0-*" />
</ItemGroup>
```
More info:
- https://github.com/dotnet/runtimelab/blob/feature/NativeAOT/docs/using-nativeaot/compiling.md
- https://github.com/dotnet/runtimelab/tree/feature/NativeAOT/samples/NativeLibrary
- https://github.com/dotnet/runtimelab/blob/feature/NativeAOT/docs/using-nativeaot/rd-xml-format.md
Diffstat (limited to 'modules/mono/editor/GodotTools')
3 files changed, 11 insertions, 6 deletions
diff --git a/modules/mono/editor/GodotTools/GodotTools/Build/BuildSystem.cs b/modules/mono/editor/GodotTools/GodotTools/Build/BuildSystem.cs index 221deede2f..506c0ec067 100644 --- a/modules/mono/editor/GodotTools/GodotTools/Build/BuildSystem.cs +++ b/modules/mono/editor/GodotTools/GodotTools/Build/BuildSystem.cs @@ -197,10 +197,6 @@ namespace GodotTools.Build // Logger AddLoggerArgument(buildInfo, arguments); - // Trimming is not supported for dynamically loaded assemblies, as is our case with self hosting: - // https://github.com/dotnet/runtime/blob/main/docs/design/features/native-hosting.md#incompatible-with-trimming - arguments.Add("-p:PublishTrimmed=false"); - // Custom properties foreach (string customProperty in buildInfo.CustomProperties) { diff --git a/modules/mono/editor/GodotTools/GodotTools/Export/ExportPlugin.cs b/modules/mono/editor/GodotTools/GodotTools/Export/ExportPlugin.cs index edf3eeb7fa..8d88734ead 100644 --- a/modules/mono/editor/GodotTools/GodotTools/Export/ExportPlugin.cs +++ b/modules/mono/editor/GodotTools/GodotTools/Export/ExportPlugin.cs @@ -134,7 +134,16 @@ namespace GodotTools.Export throw new Exception("Failed to build project"); } - if (!File.Exists(Path.Combine(publishOutputTempDir, $"{GodotSharpEditor.ProjectAssemblyName}.dll"))) + string soExt = ridOS switch + { + OS.DotNetOS.Win or OS.DotNetOS.Win10 => "dll", + OS.DotNetOS.OSX or OS.DotNetOS.iOS => "dylib", + _ => "so" + }; + + if (!File.Exists(Path.Combine(publishOutputTempDir, $"{GodotSharpEditor.ProjectAssemblyName}.dll")) + // NativeAOT shared library output + && !File.Exists(Path.Combine(publishOutputTempDir, $"{GodotSharpEditor.ProjectAssemblyName}.{soExt}"))) { throw new NotSupportedException( "Publish succeeded but project assembly not found in the output directory"); diff --git a/modules/mono/editor/GodotTools/GodotTools/Utils/OS.cs b/modules/mono/editor/GodotTools/GodotTools/Utils/OS.cs index 50c5dc96a7..62140d41bc 100644 --- a/modules/mono/editor/GodotTools/GodotTools/Utils/OS.cs +++ b/modules/mono/editor/GodotTools/GodotTools/Utils/OS.cs @@ -44,7 +44,7 @@ namespace GodotTools.Utils public const string HTML5 = "javascript"; } - private static class DotNetOS + public static class DotNetOS { public const string Win = "win"; public const string OSX = "osx"; |