godot/modules/mono/editor/GodotTools/GodotTools/Export/ExportPlugin.cs
Ignacio Etcheverry e2afe700f6 Add C# source generator for a new ScriptPath attribute
This source generator adds a newly introduced attribute,
`ScriptPath` to all classes that:

- Are top-level classes (not inner/nested).
- Have the `partial` modifier.
- Inherit `Godot.Object`.
- The class name matches the file name.

A build error is thrown if the generator finds a class that meets these
conditions but is not declared `partial`, unless the class is annotated
with the `DisableGodotGenerators` attribute.

We also generate an `AssemblyHasScripts` assembly attribute which Godot
uses to get all the script classes in the assembly, eliminating the need
for Godot to search them. We can also avoid searching in assemblies that
don't have this attribute. This will be good for performance in the
future once we support multiple assemblies with Godot script classes.

This is an example of what the generated code looks like:

```
using Godot;
namespace Foo {
	[ScriptPathAttribute("res://Player.cs")]
	// Multiple partial declarations are allowed
	[ScriptPathAttribute("res://Foo/Player.cs")]
	partial class Player {}
}

[assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })]
```

The new attributes replace script metadata which we were generating by
determining the namespace of script classes with a very simple parser.
This fixes several issues with the old approach related to parser
errors and conditional compilation.
It also makes the task part of the MSBuild project build, rather than
a separate step executed by the Godot editor.
2021-03-06 21:50:32 +01:00

483 lines
20 KiB
C#

using Godot;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Runtime.CompilerServices;
using GodotTools.Build;
using GodotTools.Core;
using GodotTools.Internals;
using JetBrains.Annotations;
using static GodotTools.Internals.Globals;
using Directory = GodotTools.Utils.Directory;
using File = GodotTools.Utils.File;
using OS = GodotTools.Utils.OS;
using Path = System.IO.Path;
namespace GodotTools.Export
{
public class ExportPlugin : EditorExportPlugin
{
[Flags]
enum I18NCodesets : long
{
None = 0,
CJK = 1,
MidEast = 2,
Other = 4,
Rare = 8,
West = 16,
All = CJK | MidEast | Other | Rare | West
}
private void AddI18NAssemblies(Godot.Collections.Dictionary<string, string> assemblies, string bclDir)
{
var codesets = (I18NCodesets)ProjectSettings.GetSetting("mono/export/i18n_codesets");
if (codesets == I18NCodesets.None)
return;
void AddI18NAssembly(string name) => assemblies.Add(name, Path.Combine(bclDir, $"{name}.dll"));
AddI18NAssembly("I18N");
if ((codesets & I18NCodesets.CJK) != 0)
AddI18NAssembly("I18N.CJK");
if ((codesets & I18NCodesets.MidEast) != 0)
AddI18NAssembly("I18N.MidEast");
if ((codesets & I18NCodesets.Other) != 0)
AddI18NAssembly("I18N.Other");
if ((codesets & I18NCodesets.Rare) != 0)
AddI18NAssembly("I18N.Rare");
if ((codesets & I18NCodesets.West) != 0)
AddI18NAssembly("I18N.West");
}
public void RegisterExportSettings()
{
// TODO: These would be better as export preset options, but that doesn't seem to be supported yet
GlobalDef("mono/export/include_scripts_content", false);
GlobalDef("mono/export/export_assemblies_inside_pck", true);
GlobalDef("mono/export/i18n_codesets", I18NCodesets.All);
ProjectSettings.AddPropertyInfo(new Godot.Collections.Dictionary
{
["type"] = Variant.Type.Int,
["name"] = "mono/export/i18n_codesets",
["hint"] = PropertyHint.Flags,
["hint_string"] = "CJK,MidEast,Other,Rare,West"
});
GlobalDef("mono/export/aot/enabled", false);
GlobalDef("mono/export/aot/full_aot", false);
GlobalDef("mono/export/aot/use_interpreter", true);
// --aot or --aot=opt1,opt2 (use 'mono --aot=help AuxAssembly.dll' to list AOT options)
GlobalDef("mono/export/aot/extra_aot_options", new string[] { });
// --optimize/-O=opt1,opt2 (use 'mono --list-opt'' to list optimize options)
GlobalDef("mono/export/aot/extra_optimizer_options", new string[] { });
GlobalDef("mono/export/aot/android_toolchain_path", "");
}
private string maybeLastExportError;
private void AddFile(string srcPath, string dstPath, bool remap = false)
{
// Add file to the PCK
AddFile(dstPath.Replace("\\", "/"), File.ReadAllBytes(srcPath), remap);
}
// With this method we can override how a file is exported in the PCK
public override void _ExportFile(string path, string type, string[] features)
{
base._ExportFile(path, type, features);
if (type != Internal.CSharpLanguageType)
return;
if (Path.GetExtension(path) != Internal.CSharpLanguageExtension)
throw new ArgumentException($"Resource of type {Internal.CSharpLanguageType} has an invalid file extension: {path}", nameof(path));
// TODO What if the source file is not part of the game's C# project
bool includeScriptsContent = (bool)ProjectSettings.GetSetting("mono/export/include_scripts_content");
if (!includeScriptsContent)
{
// We don't want to include the source code on exported games.
// Sadly, Godot prints errors when adding an empty file (nothing goes wrong, it's just noise).
// Because of this, we add a file which contains a line break.
AddFile(path, System.Text.Encoding.UTF8.GetBytes("\n"), remap: false);
// Tell the Godot exporter that we already took care of the file
Skip();
}
}
public override void _ExportBegin(string[] features, bool isDebug, string path, int flags)
{
base._ExportBegin(features, isDebug, path, flags);
try
{
_ExportBeginImpl(features, isDebug, path, flags);
}
catch (Exception e)
{
maybeLastExportError = e.Message;
// 'maybeLastExportError' cannot be null or empty if there was an error, so we
// must consider the possibility of exceptions being thrown without a message.
if (string.IsNullOrEmpty(maybeLastExportError))
maybeLastExportError = $"Exception thrown: {e.GetType().Name}";
GD.PushError($"Failed to export project: {maybeLastExportError}");
Console.Error.WriteLine(e);
// TODO: Do something on error once _ExportBegin supports failing.
}
}
private void _ExportBeginImpl(string[] features, bool isDebug, string path, int flags)
{
_ = flags; // Unused
if (!File.Exists(GodotSharpDirs.ProjectSlnPath))
return;
if (!DeterminePlatformFromFeatures(features, out string platform))
throw new NotSupportedException("Target platform not supported");
string outputDir = new FileInfo(path).Directory?.FullName ??
throw new FileNotFoundException("Base directory not found");
string buildConfig = isDebug ? "ExportDebug" : "ExportRelease";
if (!BuildManager.BuildProjectBlocking(buildConfig, platform: platform))
throw new Exception("Failed to build project");
// Add dependency assemblies
var assemblies = new Godot.Collections.Dictionary<string, string>();
string projectDllName = GodotSharpEditor.ProjectAssemblyName;
string projectDllSrcDir = Path.Combine(GodotSharpDirs.ResTempAssembliesBaseDir, buildConfig);
string projectDllSrcPath = Path.Combine(projectDllSrcDir, $"{projectDllName}.dll");
assemblies[projectDllName] = projectDllSrcPath;
string bclDir = DeterminePlatformBclDir(platform);
if (platform == OS.Platforms.Android)
{
string godotAndroidExtProfileDir = GetBclProfileDir("godot_android_ext");
string monoAndroidAssemblyPath = Path.Combine(godotAndroidExtProfileDir, "Mono.Android.dll");
if (!File.Exists(monoAndroidAssemblyPath))
throw new FileNotFoundException("Assembly not found: 'Mono.Android'", monoAndroidAssemblyPath);
assemblies["Mono.Android"] = monoAndroidAssemblyPath;
}
else if (platform == OS.Platforms.HTML5)
{
// Ideally these would be added automatically since they're referenced by the wasm BCL assemblies.
// However, at least in the case of 'WebAssembly.Net.Http' for some reason the BCL assemblies
// reference a different version even though the assembly is the same, for some weird reason.
var wasmFrameworkAssemblies = new[] {"WebAssembly.Bindings", "WebAssembly.Net.WebSockets"};
foreach (string thisWasmFrameworkAssemblyName in wasmFrameworkAssemblies)
{
string thisWasmFrameworkAssemblyPath = Path.Combine(bclDir, thisWasmFrameworkAssemblyName + ".dll");
if (!File.Exists(thisWasmFrameworkAssemblyPath))
throw new FileNotFoundException($"Assembly not found: '{thisWasmFrameworkAssemblyName}'", thisWasmFrameworkAssemblyPath);
assemblies[thisWasmFrameworkAssemblyName] = thisWasmFrameworkAssemblyPath;
}
// Assemblies that can have a different name in a newer version. Newer version must come first and it has priority.
(string newName, string oldName)[] wasmFrameworkAssembliesOneOf = new[]
{
("System.Net.Http.WebAssemblyHttpHandler", "WebAssembly.Net.Http")
};
foreach (var thisWasmFrameworkAssemblyName in wasmFrameworkAssembliesOneOf)
{
string thisWasmFrameworkAssemblyPath = Path.Combine(bclDir, thisWasmFrameworkAssemblyName.newName + ".dll");
if (File.Exists(thisWasmFrameworkAssemblyPath))
{
assemblies[thisWasmFrameworkAssemblyName.newName] = thisWasmFrameworkAssemblyPath;
}
else
{
thisWasmFrameworkAssemblyPath = Path.Combine(bclDir, thisWasmFrameworkAssemblyName.oldName + ".dll");
if (!File.Exists(thisWasmFrameworkAssemblyPath))
{
throw new FileNotFoundException("Expected one of the following assemblies but none were found: " +
$"'{thisWasmFrameworkAssemblyName.newName}' / '{thisWasmFrameworkAssemblyName.oldName}'",
thisWasmFrameworkAssemblyPath);
}
assemblies[thisWasmFrameworkAssemblyName.oldName] = thisWasmFrameworkAssemblyPath;
}
}
}
var initialAssemblies = assemblies.Duplicate();
internal_GetExportedAssemblyDependencies(initialAssemblies, buildConfig, bclDir, assemblies);
AddI18NAssemblies(assemblies, bclDir);
string outputDataDir = null;
if (PlatformHasTemplateDir(platform))
outputDataDir = ExportDataDirectory(features, platform, isDebug, outputDir);
string apiConfig = isDebug ? "Debug" : "Release";
string resAssembliesDir = Path.Combine(GodotSharpDirs.ResAssembliesBaseDir, apiConfig);
bool assembliesInsidePck = (bool)ProjectSettings.GetSetting("mono/export/export_assemblies_inside_pck") || outputDataDir == null;
if (!assembliesInsidePck)
{
string outputDataGameAssembliesDir = Path.Combine(outputDataDir, "Assemblies");
if (!Directory.Exists(outputDataGameAssembliesDir))
Directory.CreateDirectory(outputDataGameAssembliesDir);
}
foreach (var assembly in assemblies)
{
void AddToAssembliesDir(string fileSrcPath)
{
if (assembliesInsidePck)
{
string fileDstPath = Path.Combine(resAssembliesDir, fileSrcPath.GetFile());
AddFile(fileSrcPath, fileDstPath);
}
else
{
Debug.Assert(outputDataDir != null);
string fileDstPath = Path.Combine(outputDataDir, "Assemblies", fileSrcPath.GetFile());
File.Copy(fileSrcPath, fileDstPath);
}
}
string assemblySrcPath = assembly.Value;
string assemblyPathWithoutExtension = Path.ChangeExtension(assemblySrcPath, null);
string pdbSrcPath = assemblyPathWithoutExtension + ".pdb";
AddToAssembliesDir(assemblySrcPath);
if (File.Exists(pdbSrcPath))
AddToAssembliesDir(pdbSrcPath);
}
// AOT compilation
bool aotEnabled = platform == OS.Platforms.iOS || (bool)ProjectSettings.GetSetting("mono/export/aot/enabled");
if (aotEnabled)
{
string aotToolchainPath = null;
if (platform == OS.Platforms.Android)
aotToolchainPath = (string)ProjectSettings.GetSetting("mono/export/aot/android_toolchain_path");
if (aotToolchainPath == string.Empty)
aotToolchainPath = null; // Don't risk it being used as current working dir
// TODO: LLVM settings are hard-coded and disabled for now
var aotOpts = new AotOptions
{
EnableLLVM = false,
LLVMOnly = false,
LLVMPath = "",
LLVMOutputPath = "",
FullAot = platform == OS.Platforms.iOS || (bool)(ProjectSettings.GetSetting("mono/export/aot/full_aot") ?? false),
UseInterpreter = (bool)ProjectSettings.GetSetting("mono/export/aot/use_interpreter"),
ExtraAotOptions = (string[])ProjectSettings.GetSetting("mono/export/aot/extra_aot_options") ?? new string[] { },
ExtraOptimizerOptions = (string[])ProjectSettings.GetSetting("mono/export/aot/extra_optimizer_options") ?? new string[] { },
ToolchainPath = aotToolchainPath
};
AotBuilder.CompileAssemblies(this, aotOpts, features, platform, isDebug, bclDir, outputDir, outputDataDir, assemblies);
}
}
public override void _ExportEnd()
{
base._ExportEnd();
string aotTempDir = Path.Combine(Path.GetTempPath(), $"godot-aot-{Process.GetCurrentProcess().Id}");
if (Directory.Exists(aotTempDir))
Directory.Delete(aotTempDir, recursive: true);
// TODO: Just a workaround until the export plugins can be made to abort with errors
if (!string.IsNullOrEmpty(maybeLastExportError)) // Check empty as well, because it's set to empty after hot-reloading
{
string lastExportError = maybeLastExportError;
maybeLastExportError = null;
GodotSharpEditor.Instance.ShowErrorDialog(lastExportError, "Failed to export C# project");
}
}
[NotNull]
private static string ExportDataDirectory(string[] features, string platform, bool isDebug, string outputDir)
{
string target = isDebug ? "release_debug" : "release";
// NOTE: Bits is ok for now as all platforms with a data directory only have one or two architectures.
// However, this may change in the future if we add arm linux or windows desktop templates.
string bits = features.Contains("64") ? "64" : "32";
string TemplateDirName() => $"data.mono.{platform}.{bits}.{target}";
string templateDirPath = Path.Combine(Internal.FullTemplatesDir, TemplateDirName());
bool validTemplatePathFound = true;
if (!Directory.Exists(templateDirPath))
{
validTemplatePathFound = false;
if (isDebug)
{
target = "debug"; // Support both 'release_debug' and 'debug' for the template data directory name
templateDirPath = Path.Combine(Internal.FullTemplatesDir, TemplateDirName());
validTemplatePathFound = true;
if (!Directory.Exists(templateDirPath))
validTemplatePathFound = false;
}
}
if (!validTemplatePathFound)
throw new FileNotFoundException("Data template directory not found", templateDirPath);
string outputDataDir = Path.Combine(outputDir, DetermineDataDirNameForProject());
if (Directory.Exists(outputDataDir))
Directory.Delete(outputDataDir, recursive: true); // Clean first
Directory.CreateDirectory(outputDataDir);
foreach (string dir in Directory.GetDirectories(templateDirPath, "*", SearchOption.AllDirectories))
{
Directory.CreateDirectory(Path.Combine(outputDataDir, dir.Substring(templateDirPath.Length + 1)));
}
foreach (string file in Directory.GetFiles(templateDirPath, "*", SearchOption.AllDirectories))
{
File.Copy(file, Path.Combine(outputDataDir, file.Substring(templateDirPath.Length + 1)));
}
return outputDataDir;
}
private static bool PlatformHasTemplateDir(string platform)
{
// OSX export templates are contained in a zip, so we place our custom template inside it and let Godot do the rest.
return !new[] {OS.Platforms.MacOS, OS.Platforms.Android, OS.Platforms.iOS, OS.Platforms.HTML5}.Contains(platform);
}
private static bool DeterminePlatformFromFeatures(IEnumerable<string> features, out string platform)
{
foreach (var feature in features)
{
if (OS.PlatformNameMap.TryGetValue(feature, out platform))
return true;
}
platform = null;
return false;
}
private static string GetBclProfileDir(string profile)
{
string templatesDir = Internal.FullTemplatesDir;
return Path.Combine(templatesDir, "bcl", profile);
}
private static string DeterminePlatformBclDir(string platform)
{
string templatesDir = Internal.FullTemplatesDir;
string platformBclDir = Path.Combine(templatesDir, "bcl", platform);
if (!File.Exists(Path.Combine(platformBclDir, "mscorlib.dll")))
{
string profile = DeterminePlatformBclProfile(platform);
platformBclDir = Path.Combine(templatesDir, "bcl", profile);
if (!File.Exists(Path.Combine(platformBclDir, "mscorlib.dll")))
{
if (PlatformRequiresCustomBcl(platform))
throw new FileNotFoundException($"Missing BCL (Base Class Library) for platform: {platform}");
platformBclDir = typeof(object).Assembly.Location.GetBaseDir(); // Use the one we're running on
}
}
return platformBclDir;
}
/// <summary>
/// Determines whether the BCL bundled with the Godot editor can be used for the target platform,
/// or if it requires a custom BCL that must be distributed with the export templates.
/// </summary>
private static bool PlatformRequiresCustomBcl(string platform)
{
if (new[] {OS.Platforms.Android, OS.Platforms.iOS, OS.Platforms.HTML5}.Contains(platform))
return true;
// The 'net_4_x' BCL is not compatible between Windows and the other platforms.
// We use the names 'net_4_x_win' and 'net_4_x' to differentiate between the two.
bool isWinOrUwp = new[]
{
OS.Platforms.Windows,
OS.Platforms.UWP
}.Contains(platform);
return OS.IsWindows ? !isWinOrUwp : isWinOrUwp;
}
private static string DeterminePlatformBclProfile(string platform)
{
switch (platform)
{
case OS.Platforms.Windows:
case OS.Platforms.UWP:
return "net_4_x_win";
case OS.Platforms.MacOS:
case OS.Platforms.LinuxBSD:
case OS.Platforms.Server:
case OS.Platforms.Haiku:
return "net_4_x";
case OS.Platforms.Android:
return "monodroid";
case OS.Platforms.iOS:
return "monotouch";
case OS.Platforms.HTML5:
return "wasm";
default:
throw new NotSupportedException($"Platform not supported: {platform}");
}
}
private static string DetermineDataDirNameForProject()
{
var appName = (string)ProjectSettings.GetSetting("application/config/name");
string appNameSafe = appName.ToSafeDirName();
return $"data_{appNameSafe}";
}
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void internal_GetExportedAssemblyDependencies(Godot.Collections.Dictionary<string, string> initialAssemblies,
string buildConfig, string customBclDir, Godot.Collections.Dictionary<string, string> dependencyAssemblies);
}
}