And 'CRASH_*_MSG' as well. Also make error messages puntuation and quotation more consistent.
117 lines
5.4 KiB
C++
117 lines
5.4 KiB
C++
/*************************************************************************/
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/* csharp_project.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "csharp_project.h"
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#include "core/io/json.h"
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#include "core/os/dir_access.h"
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#include "core/os/file_access.h"
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#include "core/os/os.h"
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#include "core/project_settings.h"
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#include "../csharp_script.h"
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#include "../mono_gd/gd_mono_class.h"
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#include "../mono_gd/gd_mono_marshal.h"
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#include "../utils/string_utils.h"
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#include "script_class_parser.h"
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namespace CSharpProject {
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bool generate_api_solution_impl(const String &p_solution_dir, const String &p_core_proj_dir, const Vector<String> &p_core_compile_items,
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const String &p_editor_proj_dir, const Vector<String> &p_editor_compile_items,
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GDMonoAssembly *p_tools_project_editor_assembly) {
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GDMonoClass *klass = p_tools_project_editor_assembly->get_class("GodotTools.ProjectEditor", "ApiSolutionGenerator");
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Variant solution_dir = p_solution_dir;
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Variant core_proj_dir = p_core_proj_dir;
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Variant core_compile_items = p_core_compile_items;
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Variant editor_proj_dir = p_editor_proj_dir;
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Variant editor_compile_items = p_editor_compile_items;
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const Variant *args[5] = { &solution_dir, &core_proj_dir, &core_compile_items, &editor_proj_dir, &editor_compile_items };
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MonoException *exc = NULL;
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klass->get_method("GenerateApiSolution", 5)->invoke(NULL, args, &exc);
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if (exc) {
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GDMonoUtils::debug_print_unhandled_exception(exc);
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ERR_FAIL_V(false);
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}
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return true;
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}
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bool generate_api_solution(const String &p_solution_dir, const String &p_core_proj_dir, const Vector<String> &p_core_compile_items,
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const String &p_editor_proj_dir, const Vector<String> &p_editor_compile_items) {
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if (GDMono::get_singleton()->get_tools_project_editor_assembly()) {
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return generate_api_solution_impl(p_solution_dir, p_core_proj_dir, p_core_compile_items,
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p_editor_proj_dir, p_editor_compile_items,
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GDMono::get_singleton()->get_tools_project_editor_assembly());
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} else {
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MonoDomain *temp_domain = GDMonoUtils::create_domain("GodotEngine.ApiSolutionGenerationDomain");
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CRASH_COND(temp_domain == NULL);
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_GDMONO_SCOPE_EXIT_DOMAIN_UNLOAD_(temp_domain);
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_GDMONO_SCOPE_DOMAIN_(temp_domain);
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GDMonoAssembly *tools_project_editor_asm = NULL;
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bool assembly_loaded = GDMono::get_singleton()->load_assembly(TOOLS_PROJECT_EDITOR_ASM_NAME, &tools_project_editor_asm);
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ERR_FAIL_COND_V_MSG(!assembly_loaded, false, "Failed to load assembly: '" TOOLS_PROJECT_EDITOR_ASM_NAME "'.");
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return generate_api_solution_impl(p_solution_dir, p_core_proj_dir, p_core_compile_items,
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p_editor_proj_dir, p_editor_compile_items,
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tools_project_editor_asm);
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}
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}
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void add_item(const String &p_project_path, const String &p_item_type, const String &p_include) {
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if (!GLOBAL_DEF("mono/project/auto_update_project", true))
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return;
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GDMonoAssembly *tools_project_editor_assembly = GDMono::get_singleton()->get_tools_project_editor_assembly();
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GDMonoClass *klass = tools_project_editor_assembly->get_class("GodotTools.ProjectEditor", "ProjectUtils");
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Variant project_path = p_project_path;
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Variant item_type = p_item_type;
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Variant include = p_include;
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const Variant *args[3] = { &project_path, &item_type, &include };
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MonoException *exc = NULL;
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klass->get_method("AddItemToProjectChecked", 3)->invoke(NULL, args, &exc);
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if (exc) {
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GDMonoUtils::debug_print_unhandled_exception(exc);
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ERR_FAIL();
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}
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}
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} // namespace CSharpProject
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