Mono: Use msbuild instead of nuget.exe for restoring

- Make GodotTools output directly to the SCons output directory.
- Removed xbuild_fallback from the build system.
This commit is contained in:
Ignacio Etcheverry 2020-05-09 17:09:49 +02:00
parent 825a89d0da
commit b61ffef0ab
4 changed files with 25 additions and 132 deletions

View file

@ -13,13 +13,9 @@ def build_godot_tools(source, target, env):
solution_path = os.path.join(module_dir, "editor/GodotTools/GodotTools.sln")
build_config = "Debug" if env["target"] == "debug" else "Release"
# Custom build target to make sure output is always copied to the data dir.
extra_build_args = ["/Target:Build;GodotTools:BuildAlwaysCopyToDataDir"]
from .solution_builder import build_solution
from .solution_builder import build_solution, nuget_restore
nuget_restore(env, solution_path)
build_solution(env, solution_path, build_config, extra_build_args)
build_solution(env, solution_path, build_config, restore=True)
# No need to copy targets. The GodotTools csproj takes care of copying them.

View file

@ -4,91 +4,19 @@ import os
verbose = False
def find_nuget_unix():
import os
if "NUGET_PATH" in os.environ:
hint_path = os.environ["NUGET_PATH"]
if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK):
return hint_path
hint_path = os.path.join(hint_path, "nuget")
if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK):
return hint_path
import os.path
import sys
hint_dirs = ["/opt/novell/mono/bin"]
if sys.platform == "darwin":
hint_dirs = [
"/Library/Frameworks/Mono.framework/Versions/Current/bin",
"/usr/local/var/homebrew/linked/mono/bin",
] + hint_dirs
for hint_dir in hint_dirs:
hint_path = os.path.join(hint_dir, "nuget")
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, "nuget")
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_nuget_windows(env):
import os
if "NUGET_PATH" in os.environ:
hint_path = os.environ["NUGET_PATH"]
if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK):
return hint_path
hint_path = os.path.join(hint_path, "nuget.exe")
if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK):
return hint_path
from .mono_reg_utils import find_mono_root_dir
mono_root = env["mono_prefix"] or find_mono_root_dir(env["bits"])
if mono_root:
mono_bin_dir = os.path.join(mono_root, "bin")
nuget_mono = os.path.join(mono_bin_dir, "nuget.bat")
if os.path.isfile(nuget_mono):
return nuget_mono
# Standalone NuGet
for hint_dir in os.environ["PATH"].split(os.pathsep):
hint_dir = hint_dir.strip('"')
hint_path = os.path.join(hint_dir, "nuget.exe")
if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK):
return hint_path
return None
def find_msbuild_unix(filename):
import os.path
import sys
hint_dirs = ["/opt/novell/mono/bin"]
hint_dirs = []
if sys.platform == "darwin":
hint_dirs = [
hint_dirs[:0] = [
"/Library/Frameworks/Mono.framework/Versions/Current/bin",
"/usr/local/var/homebrew/linked/mono/bin",
] + hint_dirs
]
for hint_dir in hint_dirs:
hint_path = os.path.join(hint_dir, filename)
hint_path = os.path.join(hint_dir, "msbuild")
if os.path.isfile(hint_path):
return hint_path
elif os.path.isfile(hint_path + ".exe"):
@ -96,7 +24,7 @@ def find_msbuild_unix(filename):
for hint_dir in os.environ["PATH"].split(os.pathsep):
hint_dir = hint_dir.strip('"')
hint_path = os.path.join(hint_dir, filename)
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):
@ -162,18 +90,11 @@ def nuget_restore(env, *args):
global verbose
verbose = env["verbose"]
# Find NuGet
nuget_path = find_nuget_windows(env) if os.name == "nt" else find_nuget_unix()
if nuget_path is None:
raise RuntimeError("Cannot find NuGet executable")
print("NuGet path: " + nuget_path)
# Do NuGet restore
run_command(nuget_path, ["restore"] + list(args), name="nuget restore")
def build_solution(env, solution_path, build_config, extra_msbuild_args=[]):
def build_solution(env, solution_path, build_config, extra_msbuild_args=[], restore=False):
global verbose
verbose = env["verbose"]
@ -193,28 +114,17 @@ def build_solution(env, solution_path, build_config, extra_msbuild_args=[]):
else:
msbuild_path = find_msbuild_unix("msbuild")
if msbuild_path is None:
xbuild_fallback = env["xbuild_fallback"]
if xbuild_fallback and os.name == "nt":
print("Option 'xbuild_fallback' not supported on Windows")
xbuild_fallback = False
if xbuild_fallback:
print("Cannot find MSBuild executable, trying with xbuild")
print("Warning: xbuild is deprecated")
msbuild_path = find_msbuild_unix("xbuild")
if msbuild_path is None:
raise RuntimeError("Cannot find xbuild executable")
else:
raise RuntimeError("Cannot find MSBuild executable")
raise RuntimeError("Cannot find MSBuild executable")
print("MSBuild path: " + msbuild_path)
# Build solution
msbuild_args = [solution_path, "/p:Configuration=" + build_config]
targets = ["Build"]
if restore:
targets.insert(0, "Restore")
msbuild_args = [solution_path, "/t:%s" % ",".join(targets), "/p:Configuration=" + build_config]
msbuild_args += extra_msbuild_args
run_command(msbuild_path, msbuild_args, env_override=msbuild_env, name="msbuild")

View file

@ -35,7 +35,6 @@ def configure(env):
"copy_mono_root", "Make a copy of the mono installation directory to bundle with the editor", False
)
)
envvars.Add(BoolVariable("xbuild_fallback", "If MSBuild is not found, fallback to xbuild", False))
# TODO: It would be great if this could be detected automatically instead
envvars.Add(

View file

@ -8,16 +8,21 @@
<RootNamespace>GodotTools</RootNamespace>
<AssemblyName>GodotTools</AssemblyName>
<TargetFrameworkVersion>v4.7</TargetFrameworkVersion>
<GodotSourceRootPath>$(SolutionDir)/../../../../</GodotSourceRootPath>
<DataDirToolsOutputPath>$(GodotSourceRootPath)/bin/GodotSharp/Tools</DataDirToolsOutputPath>
<GodotApiConfiguration>Debug</GodotApiConfiguration>
<LangVersion>7</LangVersion>
<GodotApiConfiguration>Debug</GodotApiConfiguration> <!-- The Godot editor uses the Debug Godot API assemblies -->
<GodotSourceRootPath>$(SolutionDir)/../../../../</GodotSourceRootPath>
<GodotOutputDataDir>$(GodotSourceRootPath)/bin/GodotSharp</GodotOutputDataDir>
<GodotApiAssembliesDir>$(GodotOutputDataDir)/Api/$(GodotApiConfiguration)</GodotApiAssembliesDir>
</PropertyGroup>
<PropertyGroup Condition=" Exists('$(GodotApiAssembliesDir)/GodotSharp.dll') ">
<!-- The project is part of the Godot source tree -->
<!-- Use the Godot source tree output folder instead of '$(ProjectDir)/bin' -->
<OutputPath>$(GodotOutputDataDir)/Tools</OutputPath>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>portable</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug</OutputPath>
<DefineConstants>DEBUG;</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
@ -25,7 +30,6 @@
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<Optimize>true</Optimize>
<OutputPath>bin\Release</OutputPath>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause>
@ -41,11 +45,11 @@
</Reference>
<Reference Include="System" />
<Reference Include="GodotSharp">
<HintPath>$(GodotSourceRootPath)/bin/GodotSharp/Api/$(GodotApiConfiguration)/GodotSharp.dll</HintPath>
<HintPath>$(GodotApiAssembliesDir)/GodotSharp.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="GodotSharpEditor">
<HintPath>$(GodotSourceRootPath)/bin/GodotSharp/Api/$(GodotApiConfiguration)/GodotSharpEditor.dll</HintPath>
<HintPath>$(GodotApiAssembliesDir)/GodotSharpEditor.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
@ -103,21 +107,5 @@
<ItemGroup>
<None Include="packages.config" />
</ItemGroup>
<Target Name="CopyToDataDir" AfterTargets="Build">
<ItemGroup>
<GodotToolsCopy Include="$(OutputPath)\GodotTools*.dll" />
<GodotToolsCopy Include="$(OutputPath)\Newtonsoft.Json.dll" />
<GodotToolsCopy Include="$(OutputPath)\DotNet.Glob.dll" />
</ItemGroup>
<ItemGroup Condition=" '$(Configuration)' == 'Debug' ">
<GodotToolsCopy Include="$(OutputPath)\GodotTools*.pdb" />
</ItemGroup>
<Copy SourceFiles="@(GodotToolsCopy)" DestinationFolder="$(DataDirToolsOutputPath)" ContinueOnError="false" />
</Target>
<Target Name="BuildAlwaysCopyToDataDir">
<!-- Custom target run by SCons to make sure the CopyToDataDir target is always executed, without having to use DisableFastUpToDateCheck -->
<CallTarget Targets="Build" />
<CallTarget Targets="CopyToDataDir" />
</Target>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
</Project>