1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
|
using GodotTools.Core;
using System;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.Diagnostics;
using System.IO;
using System.Threading.Tasks;
using GodotTools.BuildLogger;
using GodotTools.Internals;
using GodotTools.Utils;
using Directory = System.IO.Directory;
namespace GodotTools.Build
{
public static class BuildSystem
{
private static string GetMsBuildPath()
{
string msbuildPath = MsBuildFinder.FindMsBuild();
if (msbuildPath == null)
throw new FileNotFoundException("Cannot find the MSBuild executable.");
return msbuildPath;
}
private static string MonoWindowsBinDir
{
get
{
string monoWinBinDir = Path.Combine(Internal.MonoWindowsInstallRoot, "bin");
if (!Directory.Exists(monoWinBinDir))
throw new FileNotFoundException("Cannot find the Windows Mono install bin directory.");
return monoWinBinDir;
}
}
private static Godot.EditorSettings EditorSettings =>
GodotSharpEditor.Instance.GetEditorInterface().GetEditorSettings();
private static bool UsingMonoMsBuildOnWindows
{
get
{
if (OS.IsWindows)
{
return (BuildManager.BuildTool) EditorSettings.GetSetting("mono/builds/build_tool")
== BuildManager.BuildTool.MsBuildMono;
}
return false;
}
}
private static bool PrintBuildOutput =>
(bool) EditorSettings.GetSetting("mono/builds/print_build_output");
private static Process LaunchBuild(string solution, string config, string loggerOutputDir, IEnumerable<string> customProperties = null)
{
var customPropertiesList = new List<string>();
if (customProperties != null)
customPropertiesList.AddRange(customProperties);
string compilerArgs = BuildArguments(solution, config, loggerOutputDir, customPropertiesList);
var startInfo = new ProcessStartInfo(GetMsBuildPath(), compilerArgs);
bool redirectOutput = !IsDebugMsBuildRequested() && !PrintBuildOutput;
if (!redirectOutput || Godot.OS.IsStdoutVerbose())
Console.WriteLine($"Running: \"{startInfo.FileName}\" {startInfo.Arguments}");
startInfo.RedirectStandardOutput = redirectOutput;
startInfo.RedirectStandardError = redirectOutput;
startInfo.UseShellExecute = false;
if (UsingMonoMsBuildOnWindows)
{
// These environment variables are required for Mono's MSBuild to find the compilers.
// We use the batch files in Mono's bin directory to make sure the compilers are executed with mono.
string monoWinBinDir = MonoWindowsBinDir;
startInfo.EnvironmentVariables.Add("CscToolExe", Path.Combine(monoWinBinDir, "csc.bat"));
startInfo.EnvironmentVariables.Add("VbcToolExe", Path.Combine(monoWinBinDir, "vbc.bat"));
startInfo.EnvironmentVariables.Add("FscToolExe", Path.Combine(monoWinBinDir, "fsharpc.bat"));
}
// Needed when running from Developer Command Prompt for VS
RemovePlatformVariable(startInfo.EnvironmentVariables);
var process = new Process {StartInfo = startInfo};
process.Start();
if (redirectOutput)
{
process.BeginOutputReadLine();
process.BeginErrorReadLine();
}
return process;
}
public static int Build(BuildInfo buildInfo)
{
return Build(buildInfo.Solution, buildInfo.Configuration,
buildInfo.LogsDirPath, buildInfo.CustomProperties);
}
public static async Task<int> BuildAsync(BuildInfo buildInfo)
{
return await BuildAsync(buildInfo.Solution, buildInfo.Configuration,
buildInfo.LogsDirPath, buildInfo.CustomProperties);
}
public static int Build(string solution, string config, string loggerOutputDir, IEnumerable<string> customProperties = null)
{
using (var process = LaunchBuild(solution, config, loggerOutputDir, customProperties))
{
process.WaitForExit();
return process.ExitCode;
}
}
public static async Task<int> BuildAsync(string solution, string config, string loggerOutputDir, IEnumerable<string> customProperties = null)
{
using (var process = LaunchBuild(solution, config, loggerOutputDir, customProperties))
{
await process.WaitForExitAsync();
return process.ExitCode;
}
}
private static string BuildArguments(string solution, string config, string loggerOutputDir, List<string> customProperties)
{
string arguments = $@"""{solution}"" /v:normal /t:Build ""/p:{"Configuration=" + config}"" " +
$@"""/l:{typeof(GodotBuildLogger).FullName},{GodotBuildLogger.AssemblyPath};{loggerOutputDir}""";
foreach (string customProperty in customProperties)
{
arguments += " /p:" + customProperty;
}
return arguments;
}
private static void RemovePlatformVariable(StringDictionary environmentVariables)
{
// EnvironmentVariables is case sensitive? Seriously?
var platformEnvironmentVariables = new List<string>();
foreach (string env in environmentVariables.Keys)
{
if (env.ToUpper() == "PLATFORM")
platformEnvironmentVariables.Add(env);
}
foreach (string env in platformEnvironmentVariables)
environmentVariables.Remove(env);
}
private static bool IsDebugMsBuildRequested()
{
return Environment.GetEnvironmentVariable("GODOT_DEBUG_MSBUILD")?.Trim() == "1";
}
}
}
|