- Bundle editor dependencies: - 'GodotSharp': Root data directory for the editor - 'Tools': Editor dependencies. Only GodotSharp.dll for now. - 'Api': Prebuilt GodotSharp and GodotSharpEditor API assemblies. - 'Mono': Mono files to bundle with the editor. - 'bin': (Optional, not used for now) Mono bin directory. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - 'lib/mono/4.5': Framework assemblies. - Added build option to copy the required files from the mono installation to 'GodotSharp/Mono'. Enable with 'copy_mono_root=yes'. Disabled by default. - Export template dependencies: - 'data_AppName'/'data_Godot': - 'Mono': Mono files to bundle with the game. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - The data directory is generated when compiling and must be bundled with the export templates. In the case of OSX, the data directory must be placed inside the 'osx.zip' export template. - In OSX, alternative location for directories (needed for app bundles) are: - 'data_AppName/Mono/etc' --> '../Resources/GodotSharp/Mono/etc' - 'data_AppName/Mono/lib' --> '../Frameworks/GodotSharp/Mono/lib' - The editor can bundle prebuilt API assemblies. - Generate them with a tools build by running: `--generate-cs-core-api <GodotSharp_OutputDir> --generate-cs-editor-api <GodotSharpEditor_OutputDir> <GodotSharp_OutputDir>/bin/Release/GodotSharp.dll` (This command will be simplified in the future and both projects will be in the same solution) - Build the solutions and copy the output files to '#bin/GodotSharp/Api'. - Fixed API assembly being added twice during the export process.
240 lines
9.5 KiB
C++
240 lines
9.5 KiB
C++
/*************************************************************************/
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/* godotsharp_export.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) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 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 "godotsharp_export.h"
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#include "core/version.h"
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#include "../csharp_script.h"
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#include "../godotsharp_defs.h"
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#include "../godotsharp_dirs.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 "godotsharp_builds.h"
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static MonoString *godot_icall_GodotSharpExport_GetTemplatesDir() {
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String current_version = VERSION_FULL_CONFIG;
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String templates_dir = EditorSettings::get_singleton()->get_templates_dir().plus_file(current_version);
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return GDMonoMarshal::mono_string_from_godot(ProjectSettings::get_singleton()->globalize_path(templates_dir));
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}
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static MonoString *godot_icall_GodotSharpExport_GetDataDirName() {
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String appname = ProjectSettings::get_singleton()->get("application/config/name");
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String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
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return GDMonoMarshal::mono_string_from_godot("data_" + appname_safe);
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}
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void GodotSharpExport::register_internal_calls() {
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static bool registered = false;
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ERR_FAIL_COND(registered);
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registered = true;
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mono_add_internal_call("GodotSharpTools.Editor.GodotSharpExport::GetTemplatesDir", (void *)godot_icall_GodotSharpExport_GetTemplatesDir);
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mono_add_internal_call("GodotSharpTools.Editor.GodotSharpExport::GetDataDirName", (void *)godot_icall_GodotSharpExport_GetDataDirName);
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}
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void GodotSharpExport::_export_file(const String &p_path, const String &p_type, const Set<String> &) {
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if (p_type != CSharpLanguage::get_singleton()->get_type())
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return;
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ERR_FAIL_COND(p_path.get_extension() != CSharpLanguage::get_singleton()->get_extension());
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// TODO what if the source file is not part of the game's C# project
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if (!GLOBAL_GET("mono/export/include_scripts_content")) {
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// We don't want to include the source code on exported games
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add_file(p_path, Vector<uint8_t>(), false);
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skip();
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}
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}
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void GodotSharpExport::_export_begin(const Set<String> &p_features, bool p_debug, const String &p_path, int p_flags) {
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// TODO right now there is no way to stop the export process with an error
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ERR_FAIL_COND(!GDMono::get_singleton()->is_runtime_initialized());
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ERR_FAIL_NULL(TOOLS_DOMAIN);
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ERR_FAIL_NULL(GDMono::get_singleton()->get_editor_tools_assembly());
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String build_config = p_debug ? "Debug" : "Release";
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ERR_FAIL_COND(!GodotSharpBuilds::build_project_blocking(build_config));
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// Add dependency assemblies
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Map<String, String> dependencies;
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String project_dll_name = ProjectSettings::get_singleton()->get("application/config/name");
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if (project_dll_name.empty()) {
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project_dll_name = "UnnamedProject";
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}
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String project_dll_src_dir = GodotSharpDirs::get_res_temp_assemblies_base_dir().plus_file(build_config);
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String project_dll_src_path = project_dll_src_dir.plus_file(project_dll_name + ".dll");
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dependencies.insert(project_dll_name, project_dll_src_path);
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{
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MonoDomain *export_domain = GDMonoUtils::create_domain("GodotEngine.ProjectExportDomain");
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ERR_FAIL_NULL(export_domain);
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_GDMONO_SCOPE_EXIT_DOMAIN_UNLOAD_(export_domain);
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_GDMONO_SCOPE_DOMAIN_(export_domain);
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GDMonoAssembly *scripts_assembly = NULL;
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bool load_success = GDMono::get_singleton()->load_assembly_from(project_dll_name,
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project_dll_src_dir, &scripts_assembly, /* refonly: */ true);
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ERR_EXPLAIN("Cannot load refonly assembly: " + project_dll_name);
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ERR_FAIL_COND(!load_success);
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Vector<String> search_dirs;
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GDMonoAssembly::fill_search_dirs(search_dirs);
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Error depend_error = _get_assembly_dependencies(scripts_assembly, search_dirs, dependencies);
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ERR_FAIL_COND(depend_error != OK);
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}
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for (Map<String, String>::Element *E = dependencies.front(); E; E = E->next()) {
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String depend_src_path = E->value();
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String depend_dst_path = GodotSharpDirs::get_res_assemblies_dir().plus_file(depend_src_path.get_file());
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ERR_FAIL_COND(!_add_assembly(depend_src_path, depend_dst_path));
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}
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// Mono specific export template extras (data dir)
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GDMonoClass *export_class = GDMono::get_singleton()->get_editor_tools_assembly()->get_class("GodotSharpTools.Editor", "GodotSharpExport");
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ERR_FAIL_NULL(export_class);
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GDMonoMethod *export_begin_method = export_class->get_method("_ExportBegin", 4);
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ERR_FAIL_NULL(export_begin_method);
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MonoArray *features = mono_array_new(mono_domain_get(), CACHED_CLASS_RAW(String), p_features.size());
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int i = 0;
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for (const Set<String>::Element *E = p_features.front(); E; E = E->next()) {
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MonoString *boxed = GDMonoMarshal::mono_string_from_godot(E->get());
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mono_array_set(features, MonoString *, i, boxed);
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i++;
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}
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MonoBoolean debug = p_debug;
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MonoString *path = GDMonoMarshal::mono_string_from_godot(p_path);
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uint32_t flags = p_flags;
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void *args[4] = { features, &debug, path, &flags };
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MonoException *exc = NULL;
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export_begin_method->invoke_raw(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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bool GodotSharpExport::_add_assembly(const String &p_src_path, const String &p_dst_path) {
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FileAccessRef f = FileAccess::open(p_src_path, FileAccess::READ);
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ERR_FAIL_COND_V(!f, false);
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Vector<uint8_t> data;
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data.resize(f->get_len());
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f->get_buffer(data.ptrw(), data.size());
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add_file(p_dst_path, data, false);
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return true;
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}
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Error GodotSharpExport::_get_assembly_dependencies(GDMonoAssembly *p_assembly, const Vector<String> &p_search_dirs, Map<String, String> &r_dependencies) {
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MonoImage *image = p_assembly->get_image();
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for (int i = 0; i < mono_image_get_table_rows(image, MONO_TABLE_ASSEMBLYREF); i++) {
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MonoAssemblyName *ref_aname = aname_prealloc;
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mono_assembly_get_assemblyref(image, i, ref_aname);
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String ref_name = mono_assembly_name_get_name(ref_aname);
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if (r_dependencies.find(ref_name))
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continue;
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GDMonoAssembly *ref_assembly = NULL;
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String path;
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bool has_extension = ref_name.ends_with(".dll") || ref_name.ends_with(".exe");
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for (int i = 0; i < p_search_dirs.size(); i++) {
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const String &search_dir = p_search_dirs[i];
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if (has_extension) {
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path = search_dir.plus_file(ref_name);
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if (FileAccess::exists(path)) {
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GDMono::get_singleton()->load_assembly_from(ref_name.get_basename(), search_dir, ref_aname, &ref_assembly, true);
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if (ref_assembly != NULL)
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break;
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}
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} else {
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path = search_dir.plus_file(ref_name + ".dll");
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if (FileAccess::exists(path)) {
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GDMono::get_singleton()->load_assembly_from(ref_name, search_dir, ref_aname, &ref_assembly, true);
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if (ref_assembly != NULL)
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break;
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}
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path = search_dir.plus_file(ref_name + ".exe");
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if (FileAccess::exists(path)) {
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GDMono::get_singleton()->load_assembly_from(ref_name, search_dir, ref_aname, &ref_assembly, true);
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if (ref_assembly != NULL)
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break;
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}
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}
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}
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if (!ref_assembly) {
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ERR_EXPLAIN("Cannot load assembly (refonly): " + ref_name);
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ERR_FAIL_V(ERR_CANT_RESOLVE);
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}
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r_dependencies.insert(ref_name, ref_assembly->get_path());
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Error err = _get_assembly_dependencies(ref_assembly, p_search_dirs, r_dependencies);
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if (err != OK)
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return err;
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}
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return OK;
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}
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GodotSharpExport::GodotSharpExport() {
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// MonoAssemblyName is an incomplete type (internal to mono), so we can't allocate it ourselves.
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// There isn't any api to allocate an empty one either, so we need to do it this way.
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aname_prealloc = mono_assembly_name_new("whatever");
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mono_assembly_name_free(aname_prealloc); // "it does not frees the object itself, only the name members" (typo included)
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}
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GodotSharpExport::~GodotSharpExport() {
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if (aname_prealloc)
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mono_free(aname_prealloc);
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}
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