godot/modules/mono/editor/GodotTools/GodotTools/GodotSharpEditor.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

519 lines
18 KiB
C#

using Godot;
using GodotTools.Core;
using GodotTools.Export;
using GodotTools.Utils;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using GodotTools.Build;
using GodotTools.Ides;
using GodotTools.Ides.Rider;
using GodotTools.Internals;
using GodotTools.ProjectEditor;
using JetBrains.Annotations;
using static GodotTools.Internals.Globals;
using File = GodotTools.Utils.File;
using OS = GodotTools.Utils.OS;
using Path = System.IO.Path;
namespace GodotTools
{
public class GodotSharpEditor : EditorPlugin, ISerializationListener
{
private EditorSettings editorSettings;
private PopupMenu menuPopup;
private AcceptDialog errorDialog;
private Button bottomPanelBtn;
private Button toolBarBuildButton;
public GodotIdeManager GodotIdeManager { get; private set; }
private WeakRef exportPluginWeak; // TODO Use WeakReference once we have proper serialization
public MSBuildPanel MSBuildPanel { get; private set; }
public bool SkipBuildBeforePlaying { get; set; } = false;
public static string ProjectAssemblyName
{
get
{
var projectAssemblyName = (string)ProjectSettings.GetSetting("application/config/name");
projectAssemblyName = projectAssemblyName.ToSafeDirName();
if (string.IsNullOrEmpty(projectAssemblyName))
projectAssemblyName = "UnnamedProject";
return projectAssemblyName;
}
}
private bool CreateProjectSolution()
{
using (var pr = new EditorProgress("create_csharp_solution", "Generating solution...".TTR(), 2))
{
pr.Step("Generating C# project...".TTR());
string resourceDir = ProjectSettings.GlobalizePath("res://");
string path = resourceDir;
string name = ProjectAssemblyName;
string guid = CsProjOperations.GenerateGameProject(path, name);
if (guid.Length > 0)
{
var solution = new DotNetSolution(name)
{
DirectoryPath = path
};
var projectInfo = new DotNetSolution.ProjectInfo
{
Guid = guid,
PathRelativeToSolution = name + ".csproj",
Configs = new List<string> {"Debug", "ExportDebug", "ExportRelease"}
};
solution.AddNewProject(name, projectInfo);
try
{
solution.Save();
}
catch (IOException e)
{
ShowErrorDialog("Failed to save solution. Exception message: ".TTR() + e.Message);
return false;
}
pr.Step("Done".TTR());
// Here, after all calls to progress_task_step
CallDeferred(nameof(_RemoveCreateSlnMenuOption));
}
else
{
ShowErrorDialog("Failed to create C# project.".TTR());
}
return true;
}
}
private void _RemoveCreateSlnMenuOption()
{
menuPopup.RemoveItem(menuPopup.GetItemIndex((int)MenuOptions.CreateSln));
bottomPanelBtn.Show();
toolBarBuildButton.Show();
}
private void _MenuOptionPressed(int id)
{
switch ((MenuOptions)id)
{
case MenuOptions.CreateSln:
CreateProjectSolution();
break;
case MenuOptions.SetupGodotNugetFallbackFolder:
{
try
{
string fallbackFolder = NuGetUtils.GodotFallbackFolderPath;
NuGetUtils.AddFallbackFolderToUserNuGetConfigs(NuGetUtils.GodotFallbackFolderName, fallbackFolder);
NuGetUtils.AddBundledPackagesToFallbackFolder(fallbackFolder);
}
catch (Exception e)
{
ShowErrorDialog("Failed to setup Godot NuGet Offline Packages: " + e.Message);
}
break;
}
default:
throw new ArgumentOutOfRangeException(nameof(id), id, "Invalid menu option");
}
}
private void BuildSolutionPressed()
{
if (!File.Exists(GodotSharpDirs.ProjectSlnPath))
{
if (!CreateProjectSolution())
return; // Failed to create solution
}
Instance.MSBuildPanel.BuildSolution();
}
public override void _Ready()
{
base._Ready();
MSBuildPanel.BuildOutputView.BuildStateChanged += BuildStateChanged;
}
private enum MenuOptions
{
CreateSln,
SetupGodotNugetFallbackFolder,
}
public void ShowErrorDialog(string message, string title = "Error")
{
errorDialog.Title = title;
errorDialog.DialogText = message;
errorDialog.PopupCentered();
}
private static string _vsCodePath = string.Empty;
private static readonly string[] VsCodeNames =
{
"code", "code-oss", "vscode", "vscode-oss", "visual-studio-code", "visual-studio-code-oss"
};
[UsedImplicitly]
public Error OpenInExternalEditor(Script script, int line, int col)
{
var editorId = (ExternalEditorId)editorSettings.GetSetting("mono/editor/external_editor");
switch (editorId)
{
case ExternalEditorId.None:
// Not an error. Tells the caller to fallback to the global external editor settings or the built-in editor.
return Error.Unavailable;
case ExternalEditorId.VisualStudio:
{
string scriptPath = ProjectSettings.GlobalizePath(script.ResourcePath);
var args = new List<string>
{
GodotSharpDirs.ProjectSlnPath,
line >= 0 ? $"{scriptPath};{line + 1};{col + 1}" : scriptPath
};
string command = Path.Combine(GodotSharpDirs.DataEditorToolsDir, "GodotTools.OpenVisualStudio.exe");
try
{
if (Godot.OS.IsStdoutVerbose())
Console.WriteLine($"Running: \"{command}\" {string.Join(" ", args.Select(a => $"\"{a}\""))}");
OS.RunProcess(command, args);
}
catch (Exception e)
{
GD.PushError($"Error when trying to run code editor: VisualStudio. Exception message: '{e.Message}'");
}
break;
}
case ExternalEditorId.VisualStudioForMac:
goto case ExternalEditorId.MonoDevelop;
case ExternalEditorId.Rider:
{
string scriptPath = ProjectSettings.GlobalizePath(script.ResourcePath);
RiderPathManager.OpenFile(GodotSharpDirs.ProjectSlnPath, scriptPath, line);
return Error.Ok;
}
case ExternalEditorId.MonoDevelop:
{
string scriptPath = ProjectSettings.GlobalizePath(script.ResourcePath);
GodotIdeManager.LaunchIdeAsync().ContinueWith(launchTask =>
{
var editorPick = launchTask.Result;
if (line >= 0)
editorPick?.SendOpenFile(scriptPath, line + 1, col);
else
editorPick?.SendOpenFile(scriptPath);
});
break;
}
case ExternalEditorId.VsCode:
{
if (string.IsNullOrEmpty(_vsCodePath) || !File.Exists(_vsCodePath))
{
// Try to search it again if it wasn't found last time or if it was removed from its location
_vsCodePath = VsCodeNames.SelectFirstNotNull(OS.PathWhich, orElse: string.Empty);
}
var args = new List<string>();
bool osxAppBundleInstalled = false;
if (OS.IsMacOS)
{
// The package path is '/Applications/Visual Studio Code.app'
const string vscodeBundleId = "com.microsoft.VSCode";
osxAppBundleInstalled = Internal.IsOsxAppBundleInstalled(vscodeBundleId);
if (osxAppBundleInstalled)
{
args.Add("-b");
args.Add(vscodeBundleId);
// The reusing of existing windows made by the 'open' command might not choose a wubdiw that is
// editing our folder. It's better to ask for a new window and let VSCode do the window management.
args.Add("-n");
// The open process must wait until the application finishes (which is instant in VSCode's case)
args.Add("--wait-apps");
args.Add("--args");
}
}
var resourcePath = ProjectSettings.GlobalizePath("res://");
args.Add(resourcePath);
string scriptPath = ProjectSettings.GlobalizePath(script.ResourcePath);
if (line >= 0)
{
args.Add("-g");
args.Add($"{scriptPath}:{line}:{col}");
}
else
{
args.Add(scriptPath);
}
string command;
if (OS.IsMacOS)
{
if (!osxAppBundleInstalled && string.IsNullOrEmpty(_vsCodePath))
{
GD.PushError("Cannot find code editor: VSCode");
return Error.FileNotFound;
}
command = osxAppBundleInstalled ? "/usr/bin/open" : _vsCodePath;
}
else
{
if (string.IsNullOrEmpty(_vsCodePath))
{
GD.PushError("Cannot find code editor: VSCode");
return Error.FileNotFound;
}
command = _vsCodePath;
}
try
{
OS.RunProcess(command, args);
}
catch (Exception e)
{
GD.PushError($"Error when trying to run code editor: VSCode. Exception message: '{e.Message}'");
}
break;
}
default:
throw new ArgumentOutOfRangeException();
}
return Error.Ok;
}
[UsedImplicitly]
public bool OverridesExternalEditor()
{
return (ExternalEditorId)editorSettings.GetSetting("mono/editor/external_editor") != ExternalEditorId.None;
}
public override bool _Build()
{
return BuildManager.EditorBuildCallback();
}
private void ApplyNecessaryChangesToSolution()
{
try
{
// Migrate solution from old configuration names to: Debug, ExportDebug and ExportRelease
DotNetSolution.MigrateFromOldConfigNames(GodotSharpDirs.ProjectSlnPath);
var msbuildProject = ProjectUtils.Open(GodotSharpDirs.ProjectCsProjPath)
?? throw new Exception("Cannot open C# project");
// NOTE: The order in which changes are made to the project is important
// Migrate to MSBuild project Sdks style if using the old style
ProjectUtils.MigrateToProjectSdksStyle(msbuildProject, ProjectAssemblyName);
ProjectUtils.EnsureGodotSdkIsUpToDate(msbuildProject);
if (msbuildProject.HasUnsavedChanges)
{
// Save a copy of the project before replacing it
FileUtils.SaveBackupCopy(GodotSharpDirs.ProjectCsProjPath);
msbuildProject.Save();
}
}
catch (Exception e)
{
GD.PushError(e.ToString());
}
}
private void BuildStateChanged()
{
if (bottomPanelBtn != null)
bottomPanelBtn.Icon = MSBuildPanel.BuildOutputView.BuildStateIcon;
}
public override void _EnablePlugin()
{
base._EnablePlugin();
if (Instance != null)
throw new InvalidOperationException();
Instance = this;
var editorInterface = GetEditorInterface();
var editorBaseControl = editorInterface.GetBaseControl();
editorSettings = editorInterface.GetEditorSettings();
errorDialog = new AcceptDialog();
editorBaseControl.AddChild(errorDialog);
MSBuildPanel = new MSBuildPanel();
bottomPanelBtn = AddControlToBottomPanel(MSBuildPanel, "MSBuild".TTR());
AddChild(new HotReloadAssemblyWatcher {Name = "HotReloadAssemblyWatcher"});
menuPopup = new PopupMenu();
menuPopup.Hide();
AddToolSubmenuItem("C#", menuPopup);
toolBarBuildButton = new Button
{
Text = "Build",
HintTooltip = "Build solution",
FocusMode = Control.FocusModeEnum.None
};
toolBarBuildButton.PressedSignal += BuildSolutionPressed;
AddControlToContainer(CustomControlContainer.Toolbar, toolBarBuildButton);
if (File.Exists(GodotSharpDirs.ProjectSlnPath) && File.Exists(GodotSharpDirs.ProjectCsProjPath))
{
ApplyNecessaryChangesToSolution();
}
else
{
bottomPanelBtn.Hide();
toolBarBuildButton.Hide();
menuPopup.AddItem("Create C# solution".TTR(), (int)MenuOptions.CreateSln);
}
menuPopup.IdPressed += _MenuOptionPressed;
// External editor settings
EditorDef("mono/editor/external_editor", ExternalEditorId.None);
string settingsHintStr = "Disabled";
if (OS.IsWindows)
{
settingsHintStr += $",Visual Studio:{(int)ExternalEditorId.VisualStudio}" +
$",MonoDevelop:{(int)ExternalEditorId.MonoDevelop}" +
$",Visual Studio Code:{(int)ExternalEditorId.VsCode}" +
$",JetBrains Rider:{(int)ExternalEditorId.Rider}";
}
else if (OS.IsMacOS)
{
settingsHintStr += $",Visual Studio:{(int)ExternalEditorId.VisualStudioForMac}" +
$",MonoDevelop:{(int)ExternalEditorId.MonoDevelop}" +
$",Visual Studio Code:{(int)ExternalEditorId.VsCode}" +
$",JetBrains Rider:{(int)ExternalEditorId.Rider}";
}
else if (OS.IsUnixLike)
{
settingsHintStr += $",MonoDevelop:{(int)ExternalEditorId.MonoDevelop}" +
$",Visual Studio Code:{(int)ExternalEditorId.VsCode}" +
$",JetBrains Rider:{(int)ExternalEditorId.Rider}";
}
editorSettings.AddPropertyInfo(new Godot.Collections.Dictionary
{
["type"] = Variant.Type.Int,
["name"] = "mono/editor/external_editor",
["hint"] = PropertyHint.Enum,
["hint_string"] = settingsHintStr
});
// Export plugin
var exportPlugin = new ExportPlugin();
AddExportPlugin(exportPlugin);
exportPlugin.RegisterExportSettings();
exportPluginWeak = WeakRef(exportPlugin);
try
{
// At startup we make sure NuGet.Config files have our Godot NuGet fallback folder included
NuGetUtils.AddFallbackFolderToUserNuGetConfigs(NuGetUtils.GodotFallbackFolderName, NuGetUtils.GodotFallbackFolderPath);
}
catch (Exception e)
{
GD.PushError("Failed to add Godot NuGet Offline Packages to NuGet.Config: " + e.Message);
}
BuildManager.Initialize();
RiderPathManager.Initialize();
GodotIdeManager = new GodotIdeManager();
AddChild(GodotIdeManager);
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
if (exportPluginWeak != null)
{
// We need to dispose our export plugin before the editor destroys EditorSettings.
// Otherwise, if the GC disposes it at a later time, EditorExportPlatformAndroid
// will be freed after EditorSettings already was, and its device polling thread
// will try to access the EditorSettings singleton, resulting in null dereferencing.
(exportPluginWeak.GetRef() as ExportPlugin)?.Dispose();
exportPluginWeak.Dispose();
}
GodotIdeManager?.Dispose();
}
public void OnBeforeSerialize()
{
}
public void OnAfterDeserialize()
{
Instance = this;
}
// Singleton
public static GodotSharpEditor Instance { get; private set; }
[UsedImplicitly]
private static IntPtr InternalCreateInstance()
{
return new GodotSharpEditor().NativeInstance;
}
}
}