godot/modules/mono/editor/GodotTools/GodotTools/Export/ExportPlugin.cs
Ignacio Roldán Etcheverry f744d99179 C#: Restructure code prior move to .NET Core
The main focus here was to remove the majority of code that relied on
Mono's embedding APIs, specially the reflection APIs. The embedding
APIs we still use are the bare minimum we need for things to work.
A lot of code was moved to C#. We no longer deal with any managed
objects (`MonoObject*`, and such) in native code, and all marshaling
is done in C#.

The reason for restructuring the code and move away from embedding APIs
is that once we move to .NET Core, we will be limited by the much more
minimal .NET hosting.

PERFORMANCE REGRESSIONS
-----------------------

Some parts of the code were written with little to no concern about
performance. This includes code that calls into script methods and
accesses script fields, properties and events.
The reason for this is that all of that will be moved to source
generators, so any work prior to that would be a waste of time.

DISABLED FEATURES
-----------------

Some code was removed as it no longer makes sense (or won't make sense
in the future).
Other parts were commented out with `#if 0`s and TODO warnings because
it doesn't make much sense to work on them yet as those parts will
change heavily when we switch to .NET Core but also when we start
introducing source generators.
As such, the following features were disabled temporarily:
- Assembly-reloading (will be done with ALCs in .NET Core).
- Properties/fields exports and script method listing (will be
  handled by source generators in the future).
- Exception logging in the editor and stack info for errors.
- Exporting games.
- Building of C# projects. We no longer copy the Godot API assemblies
  to the project directory, so MSBuild won't be able to find them. The
  idea is to turn them into NuGet packages in the future, which could
  also be obtained from local NuGet sources during development.
2021-09-22 06:38:00 +02:00

508 lines
21 KiB
C#

using Godot;
using Godot.NativeInterop;
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", Array.Empty<string>());
// --optimize/-O=opt1,opt2 (use 'mono --list-opt'' to list optimize options)
GlobalDef("mono/export/aot/extra_optimizer_options", Array.Empty<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();
godot_dictionary initialAssembliesAux = ((Godot.Collections.Dictionary)initialAssemblies).NativeValue;
using godot_string buildConfigAux = Marshaling.mono_string_to_godot(buildConfig);
using godot_string bclDirAux = Marshaling.mono_string_to_godot(bclDir);
godot_dictionary assembliesAux = ((Godot.Collections.Dictionary)assemblies).NativeValue;
internal_GetExportedAssemblyDependencies(initialAssembliesAux, buildConfigAux, bclDirAux,
ref assembliesAux);
AddI18NAssemblies(assemblies, bclDir);
string outputDataDir = null;
if (PlatformHasTemplateDir(platform))
outputDataDir = ExportDataDirectory(features, platform, isDebug, outputDir);
string apiConfig = isDebug ? "Debug" : "Release";
// TODO
throw new NotImplementedException();
string resAssembliesDir = null; // 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") ??
Array.Empty<string>(),
ExtraOptimizerOptions =
(string[])ProjectSettings.GetSetting("mono/export/aot/extra_optimizer_options") ??
Array.Empty<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(
in godot_dictionary initialAssemblies, in godot_string buildConfig,
in godot_string customBclDir, ref godot_dictionary dependencyAssemblies);
}
}