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Add Linux Editor tests workflow matrix Add Windows Editor w/ Mono workflow matrix Add Generate Glue Code job to Windows workflow Add Build GodotSharp job to Windows workflow Add godot compatibility version references Add Godot author info Add Godot version compatibility info Add Godot donor info Add Godot authors and donors to editor_about.cpp Credits: Co-authored-by: Skogi <skogi.b@gmail.com> Co-authored-by: Spartan322 <Megacake1234@gmail.com> Co-authored-by: swashberry <swashdev@pm.me> Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: radenthefolf <radenthefolf@gmail.com> Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com> Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com> Co-authored-by: decryptedchaos <nixgod@gmail.com> Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com> Co-authored-by: Mister Puma <MisterPuma80@gmail.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: SingleError <isaaconeoneone@gmail.com> Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
436 lines
15 KiB
Python
Executable File
436 lines
15 KiB
Python
Executable File
#!/usr/bin/python3
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import os
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import os.path
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import shlex
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import subprocess
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from dataclasses import dataclass
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from typing import List, Optional
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def find_dotnet_cli():
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if os.name == "nt":
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for hint_dir in os.environ["PATH"].split(os.pathsep):
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hint_dir = hint_dir.strip('"')
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hint_path = os.path.join(hint_dir, "dotnet")
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if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK):
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return hint_path
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if os.path.isfile(hint_path + ".exe") and os.access(hint_path + ".exe", os.X_OK):
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return hint_path + ".exe"
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else:
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for hint_dir in os.environ["PATH"].split(os.pathsep):
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hint_dir = hint_dir.strip('"')
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hint_path = os.path.join(hint_dir, "dotnet")
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if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK):
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return hint_path
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def find_msbuild_standalone_windows():
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msbuild_tools_path = find_msbuild_tools_path_reg()
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if msbuild_tools_path:
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return os.path.join(msbuild_tools_path, "MSBuild.exe")
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return None
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def find_msbuild_mono_windows(mono_prefix):
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assert mono_prefix is not None
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mono_bin_dir = os.path.join(mono_prefix, "bin")
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msbuild_mono = os.path.join(mono_bin_dir, "msbuild.bat")
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if os.path.isfile(msbuild_mono):
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return msbuild_mono
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return None
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def find_msbuild_mono_unix():
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import sys
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hint_dirs = []
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if sys.platform == "darwin":
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hint_dirs[:0] = [
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"/Library/Frameworks/Mono.framework/Versions/Current/bin",
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"/usr/local/var/homebrew/linked/mono/bin",
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]
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for hint_dir in hint_dirs:
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hint_path = os.path.join(hint_dir, "msbuild")
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if os.path.isfile(hint_path):
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return hint_path
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elif os.path.isfile(hint_path + ".exe"):
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return hint_path + ".exe"
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for hint_dir in os.environ["PATH"].split(os.pathsep):
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hint_dir = hint_dir.strip('"')
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hint_path = os.path.join(hint_dir, "msbuild")
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if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK):
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return hint_path
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if os.path.isfile(hint_path + ".exe") and os.access(hint_path + ".exe", os.X_OK):
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return hint_path + ".exe"
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return None
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def find_msbuild_tools_path_reg():
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import subprocess
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program_files = os.getenv("PROGRAMFILES(X86)")
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if not program_files:
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program_files = os.getenv("PROGRAMFILES")
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vswhere = os.path.join(program_files, "Microsoft Visual Studio", "Installer", "vswhere.exe")
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vswhere_args = ["-latest", "-products", "*", "-requires", "Microsoft.Component.MSBuild"]
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try:
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lines = subprocess.check_output([vswhere] + vswhere_args).splitlines()
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for line in lines:
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parts = line.decode("utf-8").split(":", 1)
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if len(parts) < 2 or parts[0] != "installationPath":
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continue
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val = parts[1].strip()
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if not val:
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raise ValueError("Value of `installationPath` entry is empty")
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# Since VS2019, the directory is simply named "Current"
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msbuild_dir = os.path.join(val, "MSBuild", "Current", "Bin")
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if os.path.isdir(msbuild_dir):
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return msbuild_dir
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# Directory name "15.0" is used in VS 2017
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return os.path.join(val, "MSBuild", "15.0", "Bin")
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raise ValueError("Cannot find `installationPath` entry")
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except ValueError as e:
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print("Error reading output from vswhere: " + str(e))
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except OSError:
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pass # Fine, vswhere not found
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except (subprocess.CalledProcessError, OSError):
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pass
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@dataclass
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class ToolsLocation:
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dotnet_cli: str = ""
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msbuild_standalone: str = ""
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msbuild_mono: str = ""
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mono_bin_dir: str = ""
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def find_any_msbuild_tool(mono_prefix):
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# Preference order: dotnet CLI > Standalone MSBuild > Mono's MSBuild
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# Find dotnet CLI
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dotnet_cli = find_dotnet_cli()
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if dotnet_cli:
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return ToolsLocation(dotnet_cli=dotnet_cli)
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# Find standalone MSBuild
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if os.name == "nt":
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msbuild_standalone = find_msbuild_standalone_windows()
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if msbuild_standalone:
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return ToolsLocation(msbuild_standalone=msbuild_standalone)
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if mono_prefix:
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# Find Mono's MSBuild
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if os.name == "nt":
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msbuild_mono = find_msbuild_mono_windows(mono_prefix)
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if msbuild_mono:
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return ToolsLocation(msbuild_mono=msbuild_mono)
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else:
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msbuild_mono = find_msbuild_mono_unix()
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if msbuild_mono:
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return ToolsLocation(msbuild_mono=msbuild_mono)
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return None
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def run_msbuild(tools: ToolsLocation, sln: str, chdir_to: str, msbuild_args: Optional[List[str]] = None):
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using_msbuild_mono = False
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# Preference order: dotnet CLI > Standalone MSBuild > Mono's MSBuild
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if tools.dotnet_cli:
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args = [tools.dotnet_cli, "msbuild"]
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elif tools.msbuild_standalone:
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args = [tools.msbuild_standalone]
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elif tools.msbuild_mono:
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args = [tools.msbuild_mono]
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using_msbuild_mono = True
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else:
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raise RuntimeError("Path to MSBuild or dotnet CLI not provided.")
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args += [sln]
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if msbuild_args:
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args += msbuild_args
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print("Running MSBuild: ", " ".join(shlex.quote(arg) for arg in args), flush=True)
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msbuild_env = os.environ.copy()
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# Needed when running from Developer Command Prompt for VS
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if "PLATFORM" in msbuild_env:
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del msbuild_env["PLATFORM"]
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if using_msbuild_mono:
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# The (Csc/Vbc/Fsc)ToolExe environment variables are required when
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# building with Mono's MSBuild. They must point to the batch files
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# in Mono's bin directory to make sure they are executed with Mono.
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msbuild_env.update(
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{
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"CscToolExe": os.path.join(tools.mono_bin_dir, "csc.bat"),
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"VbcToolExe": os.path.join(tools.mono_bin_dir, "vbc.bat"),
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"FscToolExe": os.path.join(tools.mono_bin_dir, "fsharpc.bat"),
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}
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)
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# We want to control cwd when running msbuild, because that's where the search for global.json begins.
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return subprocess.call(args, env=msbuild_env, cwd=chdir_to)
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def build_godot_api(msbuild_tool, module_dir, output_dir, push_nupkgs_local, precision, no_deprecated):
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target_filenames = [
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"GodotSharp.dll",
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"GodotSharp.pdb",
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"GodotSharp.xml",
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"GodotSharpEditor.dll",
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"GodotSharpEditor.pdb",
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"GodotSharpEditor.xml",
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"GodotPlugins.dll",
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"GodotPlugins.pdb",
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"GodotPlugins.runtimeconfig.json",
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]
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for build_config in ["Debug", "Release"]:
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editor_api_dir = os.path.join(output_dir, "GodotSharp", "Api", build_config)
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targets = [os.path.join(editor_api_dir, filename) for filename in target_filenames]
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args = ["/restore", "/t:Build", "/p:Configuration=" + build_config, "/p:NoWarn=1591"]
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if push_nupkgs_local:
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args += ["/p:ClearNuGetLocalCache=true", "/p:PushNuGetToLocalSource=" + push_nupkgs_local]
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if precision == "double":
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args += ["/p:GodotFloat64=true"]
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if no_deprecated:
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args += ["/p:GodotNoDeprecated=true"]
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sln = os.path.join(module_dir, "glue/GodotSharp/GodotSharp.sln")
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exit_code = run_msbuild(msbuild_tool, sln=sln, chdir_to=module_dir, msbuild_args=args)
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if exit_code != 0:
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return exit_code
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# Copy targets
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core_src_dir = os.path.abspath(os.path.join(sln, os.pardir, "GodotSharp", "bin", build_config))
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editor_src_dir = os.path.abspath(os.path.join(sln, os.pardir, "GodotSharpEditor", "bin", build_config))
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plugins_src_dir = os.path.abspath(os.path.join(sln, os.pardir, "GodotPlugins", "bin", build_config, "net6.0"))
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if not os.path.isdir(editor_api_dir):
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assert not os.path.isfile(editor_api_dir)
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os.makedirs(editor_api_dir)
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def copy_target(target_path):
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from shutil import copy
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filename = os.path.basename(target_path)
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src_path = os.path.join(core_src_dir, filename)
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if not os.path.isfile(src_path):
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src_path = os.path.join(editor_src_dir, filename)
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if not os.path.isfile(src_path):
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src_path = os.path.join(plugins_src_dir, filename)
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print(f"Copying assembly to {target_path}...")
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copy(src_path, target_path)
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for scons_target in targets:
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copy_target(scons_target)
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return 0
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def generate_sdk_package_versions():
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# I can't believe importing files in Python is so convoluted when not
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# following the golden standard for packages/modules.
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import os
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import sys
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from os.path import dirname
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# We want ../../../methods.py.
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script_path = dirname(os.path.abspath(__file__))
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root_path = dirname(dirname(dirname(script_path)))
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sys.path.insert(0, root_path)
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from methods import get_version_info
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version_info = get_version_info("")
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sys.path.remove(root_path)
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version_str = "{major}.{minor}.{patch}".format(**version_info)
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version_status = version_info["status"]
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if version_status != "stable": # Pre-release
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# If version was overridden to be e.g. "beta3", we insert a dot between
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# "beta" and "3" to follow SemVer 2.0.
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import re
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match = re.search(r"[\d]+$", version_status)
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if match:
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pos = match.start()
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version_status = version_status[:pos] + "." + version_status[pos:]
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version_str += "-" + version_status
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import version
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version_defines = (
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[
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f"GODOT{version.major}",
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f"GODOT{version.major}_{version.minor}",
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f"GODOT{version.major}_{version.minor}_{version.patch}",
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]
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+ [f"GODOT{v}_OR_GREATER" for v in range(4, version.major + 1)]
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+ [f"GODOT{version.major}_{v}_OR_GREATER" for v in range(0, version.minor + 1)]
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+ [f"GODOT{version.major}_{version.minor}_{v}_OR_GREATER" for v in range(0, version.patch + 1)]
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)
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props = """<Project>
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<PropertyGroup>
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<PackageVersion_GodotSharp>{0}</PackageVersion_GodotSharp>
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<PackageVersion_Godot_NET_Sdk>{0}</PackageVersion_Godot_NET_Sdk>
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<PackageVersion_Godot_SourceGenerators>{0}</PackageVersion_Godot_SourceGenerators>
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<GodotVersionConstants>{1}</GodotVersionConstants>
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</PropertyGroup>
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</Project>
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""".format(version_str, ";".join(version_defines))
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# We write in ../SdkPackageVersions.props.
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with open(os.path.join(dirname(script_path), "SdkPackageVersions.props"), "w", encoding="utf-8", newline="\n") as f:
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f.write(props)
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# Also write the versioned docs URL to a constant for the Source Generators.
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constants = """namespace Godot.SourceGenerators
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{{
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// TODO: This is currently disabled because of https://github.com/dotnet/roslyn/issues/52904
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#pragma warning disable IDE0040 // Add accessibility modifiers.
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partial class Common
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{{
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public const string VersionDocsUrl = "https://docs.godotengine.org/en/{docs_branch}";
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}}
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}}
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""".format(**version_info)
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generators_dir = os.path.join(
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dirname(script_path),
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"editor",
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"Godot.NET.Sdk",
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"Godot.SourceGenerators",
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"Generated",
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)
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os.makedirs(generators_dir, exist_ok=True)
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with open(os.path.join(generators_dir, "Common.Constants.cs"), "w", encoding="utf-8", newline="\n") as f:
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f.write(constants)
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def build_all(
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msbuild_tool, module_dir, output_dir, godot_platform, dev_debug, push_nupkgs_local, precision, no_deprecated
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):
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# Generate SdkPackageVersions.props and VersionDocsUrl constant
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generate_sdk_package_versions()
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# Godot API
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exit_code = build_godot_api(msbuild_tool, module_dir, output_dir, push_nupkgs_local, precision, no_deprecated)
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if exit_code != 0:
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return exit_code
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# GodotTools
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sln = os.path.join(module_dir, "editor/GodotTools/GodotTools.sln")
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args = ["/restore", "/t:Build", "/p:Configuration=" + ("Debug" if dev_debug else "Release")] + (
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["/p:GodotPlatform=" + godot_platform] if godot_platform else []
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)
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if push_nupkgs_local:
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args += ["/p:ClearNuGetLocalCache=true", "/p:PushNuGetToLocalSource=" + push_nupkgs_local]
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if precision == "double":
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args += ["/p:GodotFloat64=true"]
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exit_code = run_msbuild(msbuild_tool, sln=sln, chdir_to=module_dir, msbuild_args=args)
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if exit_code != 0:
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return exit_code
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# Godot.NET.Sdk
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args = ["/restore", "/t:Build", "/p:Configuration=Release"]
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if push_nupkgs_local:
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args += ["/p:ClearNuGetLocalCache=true", "/p:PushNuGetToLocalSource=" + push_nupkgs_local]
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if precision == "double":
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args += ["/p:GodotFloat64=true"]
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if no_deprecated:
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args += ["/p:GodotNoDeprecated=true"]
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sln = os.path.join(module_dir, "editor/Godot.NET.Sdk/Godot.NET.Sdk.sln")
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exit_code = run_msbuild(msbuild_tool, sln=sln, chdir_to=module_dir, msbuild_args=args)
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if exit_code != 0:
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return exit_code
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return 0
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def main():
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import argparse
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import sys
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parser = argparse.ArgumentParser(description="Builds all Redot .NET solutions")
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parser.add_argument("--godot-output-dir", type=str, required=True)
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parser.add_argument(
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"--dev-debug",
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action="store_true",
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default=False,
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help="Build GodotTools and Godot.NET.Sdk with 'Configuration=Debug'",
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)
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parser.add_argument("--godot-platform", type=str, default="")
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parser.add_argument("--mono-prefix", type=str, default="")
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parser.add_argument("--push-nupkgs-local", type=str, default="")
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parser.add_argument(
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"--precision", type=str, default="single", choices=["single", "double"], help="Floating-point precision level"
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)
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parser.add_argument(
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"--no-deprecated",
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action="store_true",
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default=False,
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help="Build GodotSharp without using deprecated features. This is required, if the engine was built with 'deprecated=no'.",
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)
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args = parser.parse_args()
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this_script_dir = os.path.dirname(os.path.realpath(__file__))
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module_dir = os.path.abspath(os.path.join(this_script_dir, os.pardir))
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output_dir = os.path.abspath(args.godot_output_dir)
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push_nupkgs_local = os.path.abspath(args.push_nupkgs_local) if args.push_nupkgs_local else None
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msbuild_tool = find_any_msbuild_tool(args.mono_prefix)
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if msbuild_tool is None:
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print("Unable to find MSBuild")
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sys.exit(1)
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exit_code = build_all(
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msbuild_tool,
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module_dir,
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output_dir,
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args.godot_platform,
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args.dev_debug,
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push_nupkgs_local,
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args.precision,
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args.no_deprecated,
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)
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sys.exit(exit_code)
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if __name__ == "__main__":
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main()
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