godot/modules/mono/build_scripts/build_assemblies.py

423 lines
14 KiB
Python
Executable file

#!/usr/bin/python3
import os
import os.path
import shlex
import subprocess
from dataclasses import dataclass
from typing import List, Optional
def find_dotnet_cli():
if os.name == "nt":
for hint_dir in os.environ["PATH"].split(os.pathsep):
hint_dir = hint_dir.strip('"')
hint_path = os.path.join(hint_dir, "dotnet")
if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK):
return hint_path
if os.path.isfile(hint_path + ".exe") and os.access(hint_path + ".exe", os.X_OK):
return hint_path + ".exe"
else:
for hint_dir in os.environ["PATH"].split(os.pathsep):
hint_dir = hint_dir.strip('"')
hint_path = os.path.join(hint_dir, "dotnet")
if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK):
return hint_path
def find_msbuild_standalone_windows():
msbuild_tools_path = find_msbuild_tools_path_reg()
if msbuild_tools_path:
return os.path.join(msbuild_tools_path, "MSBuild.exe")
return None
def find_msbuild_mono_windows(mono_prefix):
assert mono_prefix is not None
mono_bin_dir = os.path.join(mono_prefix, "bin")
msbuild_mono = os.path.join(mono_bin_dir, "msbuild.bat")
if os.path.isfile(msbuild_mono):
return msbuild_mono
return None
def find_msbuild_mono_unix():
import sys
hint_dirs = []
if sys.platform == "darwin":
hint_dirs[:0] = [
"/Library/Frameworks/Mono.framework/Versions/Current/bin",
"/usr/local/var/homebrew/linked/mono/bin",
]
for hint_dir in hint_dirs:
hint_path = os.path.join(hint_dir, "msbuild")
if os.path.isfile(hint_path):
return hint_path
elif os.path.isfile(hint_path + ".exe"):
return hint_path + ".exe"
for hint_dir in os.environ["PATH"].split(os.pathsep):
hint_dir = hint_dir.strip('"')
hint_path = os.path.join(hint_dir, "msbuild")
if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK):
return hint_path
if os.path.isfile(hint_path + ".exe") and os.access(hint_path + ".exe", os.X_OK):
return hint_path + ".exe"
return None
def find_msbuild_tools_path_reg():
import subprocess
program_files = os.getenv("PROGRAMFILES(X86)")
if not program_files:
program_files = os.getenv("PROGRAMFILES")
vswhere = os.path.join(program_files, "Microsoft Visual Studio", "Installer", "vswhere.exe")
vswhere_args = ["-latest", "-products", "*", "-requires", "Microsoft.Component.MSBuild"]
try:
lines = subprocess.check_output([vswhere] + vswhere_args).splitlines()
for line in lines:
parts = line.decode("utf-8").split(":", 1)
if len(parts) < 2 or parts[0] != "installationPath":
continue
val = parts[1].strip()
if not val:
raise ValueError("Value of `installationPath` entry is empty")
# Since VS2019, the directory is simply named "Current"
msbuild_dir = os.path.join(val, "MSBuild", "Current", "Bin")
if os.path.isdir(msbuild_dir):
return msbuild_dir
# Directory name "15.0" is used in VS 2017
return os.path.join(val, "MSBuild", "15.0", "Bin")
raise ValueError("Cannot find `installationPath` entry")
except ValueError as e:
print("Error reading output from vswhere: " + str(e))
except OSError:
pass # Fine, vswhere not found
except (subprocess.CalledProcessError, OSError):
pass
@dataclass
class ToolsLocation:
dotnet_cli: str = ""
msbuild_standalone: str = ""
msbuild_mono: str = ""
mono_bin_dir: str = ""
def find_any_msbuild_tool(mono_prefix):
# Preference order: dotnet CLI > Standalone MSBuild > Mono's MSBuild
# Find dotnet CLI
dotnet_cli = find_dotnet_cli()
if dotnet_cli:
return ToolsLocation(dotnet_cli=dotnet_cli)
# Find standalone MSBuild
if os.name == "nt":
msbuild_standalone = find_msbuild_standalone_windows()
if msbuild_standalone:
return ToolsLocation(msbuild_standalone=msbuild_standalone)
if mono_prefix:
# Find Mono's MSBuild
if os.name == "nt":
msbuild_mono = find_msbuild_mono_windows(mono_prefix)
if msbuild_mono:
return ToolsLocation(msbuild_mono=msbuild_mono)
else:
msbuild_mono = find_msbuild_mono_unix()
if msbuild_mono:
return ToolsLocation(msbuild_mono=msbuild_mono)
return None
def run_msbuild(tools: ToolsLocation, sln: str, chdir_to: str, msbuild_args: Optional[List[str]] = None):
using_msbuild_mono = False
# Preference order: dotnet CLI > Standalone MSBuild > Mono's MSBuild
if tools.dotnet_cli:
args = [tools.dotnet_cli, "msbuild"]
elif tools.msbuild_standalone:
args = [tools.msbuild_standalone]
elif tools.msbuild_mono:
args = [tools.msbuild_mono]
using_msbuild_mono = True
else:
raise RuntimeError("Path to MSBuild or dotnet CLI not provided.")
args += [sln]
if msbuild_args:
args += msbuild_args
print("Running MSBuild: ", " ".join(shlex.quote(arg) for arg in args), flush=True)
msbuild_env = os.environ.copy()
# Needed when running from Developer Command Prompt for VS
if "PLATFORM" in msbuild_env:
del msbuild_env["PLATFORM"]
if using_msbuild_mono:
# The (Csc/Vbc/Fsc)ToolExe environment variables are required when
# building with Mono's MSBuild. They must point to the batch files
# in Mono's bin directory to make sure they are executed with Mono.
msbuild_env.update(
{
"CscToolExe": os.path.join(tools.mono_bin_dir, "csc.bat"),
"VbcToolExe": os.path.join(tools.mono_bin_dir, "vbc.bat"),
"FscToolExe": os.path.join(tools.mono_bin_dir, "fsharpc.bat"),
}
)
# We want to control cwd when running msbuild, because that's where the search for global.json begins.
return subprocess.call(args, env=msbuild_env, cwd=chdir_to)
def build_godot_api(msbuild_tool, module_dir, output_dir, push_nupkgs_local, precision):
target_filenames = [
"GodotSharp.dll",
"GodotSharp.pdb",
"GodotSharp.xml",
"GodotSharpEditor.dll",
"GodotSharpEditor.pdb",
"GodotSharpEditor.xml",
"GodotPlugins.dll",
"GodotPlugins.pdb",
"GodotPlugins.runtimeconfig.json",
]
for build_config in ["Debug", "Release"]:
editor_api_dir = os.path.join(output_dir, "GodotSharp", "Api", build_config)
targets = [os.path.join(editor_api_dir, filename) for filename in target_filenames]
args = ["/restore", "/t:Build", "/p:Configuration=" + build_config, "/p:NoWarn=1591"]
if push_nupkgs_local:
args += ["/p:ClearNuGetLocalCache=true", "/p:PushNuGetToLocalSource=" + push_nupkgs_local]
if precision == "double":
args += ["/p:GodotFloat64=true"]
sln = os.path.join(module_dir, "glue/GodotSharp/GodotSharp.sln")
exit_code = run_msbuild(msbuild_tool, sln=sln, chdir_to=module_dir, msbuild_args=args)
if exit_code != 0:
return exit_code
# Copy targets
core_src_dir = os.path.abspath(os.path.join(sln, os.pardir, "GodotSharp", "bin", build_config))
editor_src_dir = os.path.abspath(os.path.join(sln, os.pardir, "GodotSharpEditor", "bin", build_config))
plugins_src_dir = os.path.abspath(os.path.join(sln, os.pardir, "GodotPlugins", "bin", build_config, "net6.0"))
if not os.path.isdir(editor_api_dir):
assert not os.path.isfile(editor_api_dir)
os.makedirs(editor_api_dir)
def copy_target(target_path):
from shutil import copy
filename = os.path.basename(target_path)
src_path = os.path.join(core_src_dir, filename)
if not os.path.isfile(src_path):
src_path = os.path.join(editor_src_dir, filename)
if not os.path.isfile(src_path):
src_path = os.path.join(plugins_src_dir, filename)
print(f"Copying assembly to {target_path}...")
copy(src_path, target_path)
for scons_target in targets:
copy_target(scons_target)
return 0
def generate_sdk_package_versions():
# I can't believe importing files in Python is so convoluted when not
# following the golden standard for packages/modules.
import os
import sys
from os.path import dirname
# We want ../../../methods.py.
script_path = dirname(os.path.abspath(__file__))
root_path = dirname(dirname(dirname(script_path)))
sys.path.insert(0, root_path)
from methods import get_version_info
version_info = get_version_info("")
sys.path.remove(root_path)
version_str = "{major}.{minor}.{patch}".format(**version_info)
version_status = version_info["status"]
if version_status != "stable": # Pre-release
# If version was overridden to be e.g. "beta3", we insert a dot between
# "beta" and "3" to follow SemVer 2.0.
import re
match = re.search(r"[\d]+$", version_status)
if match:
pos = match.start()
version_status = version_status[:pos] + "." + version_status[pos:]
version_str += "-" + version_status
import version
version_defines = (
[
f"GODOT{version.major}",
f"GODOT{version.major}_{version.minor}",
f"GODOT{version.major}_{version.minor}_{version.patch}",
]
+ [f"GODOT{v}_OR_GREATER" for v in range(4, version.major + 1)]
+ [f"GODOT{version.major}_{v}_OR_GREATER" for v in range(0, version.minor + 1)]
+ [f"GODOT{version.major}_{version.minor}_{v}_OR_GREATER" for v in range(0, version.patch + 1)]
)
props = """<Project>
<PropertyGroup>
<PackageVersion_GodotSharp>{0}</PackageVersion_GodotSharp>
<PackageVersion_Godot_NET_Sdk>{0}</PackageVersion_Godot_NET_Sdk>
<PackageVersion_Godot_SourceGenerators>{0}</PackageVersion_Godot_SourceGenerators>
<GodotVersionConstants>{1}</GodotVersionConstants>
</PropertyGroup>
</Project>
""".format(version_str, ";".join(version_defines))
# We write in ../SdkPackageVersions.props.
with open(os.path.join(dirname(script_path), "SdkPackageVersions.props"), "w", encoding="utf-8", newline="\n") as f:
f.write(props)
# Also write the versioned docs URL to a constant for the Source Generators.
constants = """namespace Godot.SourceGenerators
{{
// TODO: This is currently disabled because of https://github.com/dotnet/roslyn/issues/52904
#pragma warning disable IDE0040 // Add accessibility modifiers.
partial class Common
{{
public const string VersionDocsUrl = "https://docs.godotengine.org/en/{docs_branch}";
}}
}}
""".format(**version_info)
generators_dir = os.path.join(
dirname(script_path),
"editor",
"Godot.NET.Sdk",
"Godot.SourceGenerators",
"Generated",
)
os.makedirs(generators_dir, exist_ok=True)
with open(os.path.join(generators_dir, "Common.Constants.cs"), "w", encoding="utf-8", newline="\n") as f:
f.write(constants)
def build_all(msbuild_tool, module_dir, output_dir, godot_platform, dev_debug, push_nupkgs_local, precision):
# Generate SdkPackageVersions.props and VersionDocsUrl constant
generate_sdk_package_versions()
# Godot API
exit_code = build_godot_api(msbuild_tool, module_dir, output_dir, push_nupkgs_local, precision)
if exit_code != 0:
return exit_code
# GodotTools
sln = os.path.join(module_dir, "editor/GodotTools/GodotTools.sln")
args = ["/restore", "/t:Build", "/p:Configuration=" + ("Debug" if dev_debug else "Release")] + (
["/p:GodotPlatform=" + godot_platform] if godot_platform else []
)
if push_nupkgs_local:
args += ["/p:ClearNuGetLocalCache=true", "/p:PushNuGetToLocalSource=" + push_nupkgs_local]
if precision == "double":
args += ["/p:GodotFloat64=true"]
exit_code = run_msbuild(msbuild_tool, sln=sln, chdir_to=module_dir, msbuild_args=args)
if exit_code != 0:
return exit_code
# Godot.NET.Sdk
args = ["/restore", "/t:Build", "/p:Configuration=Release"]
if push_nupkgs_local:
args += ["/p:ClearNuGetLocalCache=true", "/p:PushNuGetToLocalSource=" + push_nupkgs_local]
if precision == "double":
args += ["/p:GodotFloat64=true"]
sln = os.path.join(module_dir, "editor/Godot.NET.Sdk/Godot.NET.Sdk.sln")
exit_code = run_msbuild(msbuild_tool, sln=sln, chdir_to=module_dir, msbuild_args=args)
if exit_code != 0:
return exit_code
return 0
def main():
import argparse
import sys
parser = argparse.ArgumentParser(description="Builds all Godot .NET solutions")
parser.add_argument("--godot-output-dir", type=str, required=True)
parser.add_argument(
"--dev-debug",
action="store_true",
default=False,
help="Build GodotTools and Godot.NET.Sdk with 'Configuration=Debug'",
)
parser.add_argument("--godot-platform", type=str, default="")
parser.add_argument("--mono-prefix", type=str, default="")
parser.add_argument("--push-nupkgs-local", type=str, default="")
parser.add_argument(
"--precision", type=str, default="single", choices=["single", "double"], help="Floating-point precision level"
)
args = parser.parse_args()
this_script_dir = os.path.dirname(os.path.realpath(__file__))
module_dir = os.path.abspath(os.path.join(this_script_dir, os.pardir))
output_dir = os.path.abspath(args.godot_output_dir)
push_nupkgs_local = os.path.abspath(args.push_nupkgs_local) if args.push_nupkgs_local else None
msbuild_tool = find_any_msbuild_tool(args.mono_prefix)
if msbuild_tool is None:
print("Unable to find MSBuild")
sys.exit(1)
exit_code = build_all(
msbuild_tool,
module_dir,
output_dir,
args.godot_platform,
args.dev_debug,
push_nupkgs_local,
args.precision,
)
sys.exit(exit_code)
if __name__ == "__main__":
main()