C#: Fix trying to build when there's no solution

This would cause errors that shouldn't happen unless there was something to build.
This commit is contained in:
Ignacio Etcheverry 2019-01-17 23:22:19 +01:00
parent 9c1768836f
commit 9cd24b4f6d
3 changed files with 42 additions and 34 deletions

View file

@ -381,6 +381,9 @@ bool GodotSharpBuilds::build_project_blocking(const String &p_config) {
bool GodotSharpBuilds::editor_build_callback() {
if (!FileAccess::exists(GodotSharpDirs::get_project_sln_path()))
return true; // No solution to build
String scripts_metadata_path_editor = GodotSharpDirs::get_res_metadata_dir().plus_file("scripts_metadata.editor");
String scripts_metadata_path_player = GodotSharpDirs::get_res_metadata_dir().plus_file("scripts_metadata.editor_player");

View file

@ -85,53 +85,55 @@ void GodotSharpExport::_export_begin(const Set<String> &p_features, bool p_debug
ERR_FAIL_NULL(TOOLS_DOMAIN);
ERR_FAIL_NULL(GDMono::get_singleton()->get_editor_tools_assembly());
String build_config = p_debug ? "Debug" : "Release";
if (FileAccess::exists(GodotSharpDirs::get_project_sln_path())) {
String build_config = p_debug ? "Debug" : "Release";
String scripts_metadata_path = GodotSharpDirs::get_res_metadata_dir().plus_file("scripts_metadata." + String(p_debug ? "debug" : "release"));
Error metadata_err = CSharpProject::generate_scripts_metadata(GodotSharpDirs::get_project_csproj_path(), scripts_metadata_path);
ERR_FAIL_COND(metadata_err != OK);
String scripts_metadata_path = GodotSharpDirs::get_res_metadata_dir().plus_file("scripts_metadata." + String(p_debug ? "debug" : "release"));
Error metadata_err = CSharpProject::generate_scripts_metadata(GodotSharpDirs::get_project_csproj_path(), scripts_metadata_path);
ERR_FAIL_COND(metadata_err != OK);
ERR_FAIL_COND(!_add_file(scripts_metadata_path, scripts_metadata_path));
ERR_FAIL_COND(!_add_file(scripts_metadata_path, scripts_metadata_path));
ERR_FAIL_COND(!GodotSharpBuilds::build_project_blocking(build_config));
ERR_FAIL_COND(!GodotSharpBuilds::build_project_blocking(build_config));
// Add dependency assemblies
// Add dependency assemblies
Map<String, String> dependencies;
Map<String, String> dependencies;
String project_dll_name = ProjectSettings::get_singleton()->get("application/config/name");
if (project_dll_name.empty()) {
project_dll_name = "UnnamedProject";
}
String project_dll_name = ProjectSettings::get_singleton()->get("application/config/name");
if (project_dll_name.empty()) {
project_dll_name = "UnnamedProject";
}
String project_dll_src_dir = GodotSharpDirs::get_res_temp_assemblies_base_dir().plus_file(build_config);
String project_dll_src_path = project_dll_src_dir.plus_file(project_dll_name + ".dll");
dependencies.insert(project_dll_name, project_dll_src_path);
String project_dll_src_dir = GodotSharpDirs::get_res_temp_assemblies_base_dir().plus_file(build_config);
String project_dll_src_path = project_dll_src_dir.plus_file(project_dll_name + ".dll");
dependencies.insert(project_dll_name, project_dll_src_path);
{
MonoDomain *export_domain = GDMonoUtils::create_domain("GodotEngine.ProjectExportDomain");
ERR_FAIL_NULL(export_domain);
_GDMONO_SCOPE_EXIT_DOMAIN_UNLOAD_(export_domain);
{
MonoDomain *export_domain = GDMonoUtils::create_domain("GodotEngine.ProjectExportDomain");
ERR_FAIL_NULL(export_domain);
_GDMONO_SCOPE_EXIT_DOMAIN_UNLOAD_(export_domain);
_GDMONO_SCOPE_DOMAIN_(export_domain);
_GDMONO_SCOPE_DOMAIN_(export_domain);
GDMonoAssembly *scripts_assembly = NULL;
bool load_success = GDMono::get_singleton()->load_assembly_from(project_dll_name,
project_dll_src_path, &scripts_assembly, /* refonly: */ true);
GDMonoAssembly *scripts_assembly = NULL;
bool load_success = GDMono::get_singleton()->load_assembly_from(project_dll_name,
project_dll_src_path, &scripts_assembly, /* refonly: */ true);
ERR_EXPLAIN("Cannot load refonly assembly: " + project_dll_name);
ERR_FAIL_COND(!load_success);
ERR_EXPLAIN("Cannot load refonly assembly: " + project_dll_name);
ERR_FAIL_COND(!load_success);
Vector<String> search_dirs;
GDMonoAssembly::fill_search_dirs(search_dirs);
Error depend_error = _get_assembly_dependencies(scripts_assembly, search_dirs, dependencies);
ERR_FAIL_COND(depend_error != OK);
}
Vector<String> search_dirs;
GDMonoAssembly::fill_search_dirs(search_dirs);
Error depend_error = _get_assembly_dependencies(scripts_assembly, search_dirs, dependencies);
ERR_FAIL_COND(depend_error != OK);
}
for (Map<String, String>::Element *E = dependencies.front(); E; E = E->next()) {
String depend_src_path = E->value();
String depend_dst_path = GodotSharpDirs::get_res_assemblies_dir().plus_file(depend_src_path.get_file());
ERR_FAIL_COND(!_add_file(depend_src_path, depend_dst_path));
for (Map<String, String>::Element *E = dependencies.front(); E; E = E->next()) {
String depend_src_path = E->value();
String depend_dst_path = GodotSharpDirs::get_res_assemblies_dir().plus_file(depend_src_path.get_file());
ERR_FAIL_COND(!_add_file(depend_src_path, depend_dst_path));
}
}
// Mono specific export template extras (data dir)

View file

@ -150,6 +150,9 @@ void MonoBottomPanel::_errors_toggled(bool p_pressed) {
void MonoBottomPanel::_build_project_pressed() {
if (!FileAccess::exists(GodotSharpDirs::get_project_sln_path()))
return; // No solution to build
String scripts_metadata_path = GodotSharpDirs::get_res_metadata_dir().plus_file("scripts_metadata.editor");
Error metadata_err = CSharpProject::generate_scripts_metadata(GodotSharpDirs::get_project_csproj_path(), scripts_metadata_path);
ERR_FAIL_COND(metadata_err != OK);