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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 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 (BuildTool)EditorSettings.GetSetting("mono/builds/build_tool")
== BuildTool.MsBuildMono;
}
return false;
}
}
private static bool PrintBuildOutput =>
(bool)EditorSettings.GetSetting("mono/builds/print_build_output");
private static Process LaunchBuild(BuildInfo buildInfo)
{
(string msbuildPath, BuildTool buildTool) = MsBuildFinder.FindMsBuild();
if (msbuildPath == null)
throw new FileNotFoundException("Cannot find the MSBuild executable.");
string compilerArgs = BuildArguments(buildTool, buildInfo);
var startInfo = new ProcessStartInfo(msbuildPath, 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)
{
using (var process = LaunchBuild(buildInfo))
{
process.WaitForExit();
return process.ExitCode;
}
}
public static async Task<int> BuildAsync(BuildInfo buildInfo)
{
using (var process = LaunchBuild(buildInfo))
{
await process.WaitForExitAsync();
return process.ExitCode;
}
}
private static string BuildArguments(BuildTool buildTool, BuildInfo buildInfo)
{
string arguments = string.Empty;
if (buildTool == BuildTool.DotnetCli)
arguments += "msbuild "; // `dotnet msbuild` command
arguments += $@"""{buildInfo.Solution}"" /t:{string.Join(",", buildInfo.Targets)} " +
$@"""/p:{"Configuration=" + buildInfo.Configuration}"" /v:normal " +
$@"""/l:{typeof(GodotBuildLogger).FullName},{GodotBuildLogger.AssemblyPath};{buildInfo.LogsDirPath}""";
foreach (string customProperty in buildInfo.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";
}
}
}
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