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3.2 New csproj style with backport of Godot.NET.Sdk
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This is a cherry-pick of
ced77b1
with several 3.2 specific alterations.

There are a lot of build issues coming from
old style projects. At this point fixing every
single one of those would require adding patch
after patch to the project file, which is a
considerable amount work and makes the csproj
even more bloated than it already is.

As such I decided this effort would be better
spent back-porting the Sdk style support that's
already available in 4.0-dev to the 3.2 branch.

This will prevent many issues, but it will also
introduce other benefits, among them:

- While target framework stays as .NET Framework
  v4.7.2, it can be changed to .NET Standard 2.0
  or greater if desired.
- It makes it much easier to add future patches.
  They are added to Godot.NET.Sdk and the only
  change required in Godot code is to update the
  Sdk version to use.
- Default Godot define constants are also
  backported, which fixes IDE issues with the
  preprocessor.

There are a few differences in the changes
applied during patching of the csproj compared
to 4.0 with the purpose of preventing breaking
builds:

- 'TargetFramework' stays net472 both for new
  projects and when importing old ones. It can
  be manually changed to netstandard 2.0+ if
  desired though.

The following features are enabled by default for
new projects. Enabling them in imported projects
may result in errors that must be fixed manually:

- 'EnableDefaultCompileItems' is disabled as it
  can result in undesired C# source files being
  included. Existing include items are kept.
  As long as 'EnableDefaultCompileItems' remains
  disabled, Godot will continue taking care of
  adding and removing C# files to the csproj.
- 'GenerateAssemblyInfo' is disabled as it
  guarantees a build error because of conflicts
  between the existing 'AssemblyInfo.cs' and the
  auto-generated one.
- 'Deterministic' is disabled because it doesn't
  like wildcards in the assembly version (1.0.*)
  that was in the old 'AssemblyInfo.cs'.

Of importance:

This is a breaking change. A great effort was
put in avoiding build errors after upgrading a
project, but there may still be exceptions.

This also breaks forward compatibility. Projects
opened with Godot 3.2.3 won't work out of the box
with older Godot versions. This was already the
case with changes introduced in 3.2.2.

Albeit C# support in 3.2.x was still labeled as
alpha, we've been trying to treat it as stable
for some time. Still the amount of problems this
change solves justifies it, but no more changes
that break project compatibility are to be
introduced from now on (at least for 3.x).
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neikeq committed Aug 20, 2020
1 parent 4d7b7d9 commit c395444
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Showing 23 changed files with 658 additions and 628 deletions.
4 changes: 4 additions & 0 deletions .editorconfig
Original file line number Diff line number Diff line change
Expand Up @@ -20,3 +20,7 @@ indent_size = 4
[.travis.yml]
indent_style = space
indent_size = 2

[*.{csproj,props,targets,nuspec}]
indent_style = space
indent_size = 2
16 changes: 16 additions & 0 deletions modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk.sln
Original file line number Diff line number Diff line change
@@ -0,0 +1,16 @@

Microsoft Visual Studio Solution File, Format Version 12.00
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Godot.NET.Sdk", "Godot.NET.Sdk\Godot.NET.Sdk.csproj", "{31B00BFA-DEA1-42FA-A472-9E54A92A8A5F}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{31B00BFA-DEA1-42FA-A472-9E54A92A8A5F}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{31B00BFA-DEA1-42FA-A472-9E54A92A8A5F}.Debug|Any CPU.Build.0 = Debug|Any CPU
{31B00BFA-DEA1-42FA-A472-9E54A92A8A5F}.Release|Any CPU.ActiveCfg = Release|Any CPU
{31B00BFA-DEA1-42FA-A472-9E54A92A8A5F}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
EndGlobal
Original file line number Diff line number Diff line change
@@ -0,0 +1,35 @@
<Project Sdk="Microsoft.Build.NoTargets/2.0.1">
<PropertyGroup>
<TargetFramework>netstandard2.0</TargetFramework>

<Description>MSBuild .NET Sdk for Godot projects.</Description>
<Authors>Godot Engine contributors</Authors>

<PackageId>Godot.NET.Sdk</PackageId>
<Version>3.2.3</Version>
<PackageVersion>3.2.3</PackageVersion>
<PackageProjectUrl>https://github.com/godotengine/godot/tree/master/modules/mono/editor/Godot.NET.Sdk</PackageProjectUrl>
<PackageType>MSBuildSdk</PackageType>
<PackageTags>MSBuildSdk</PackageTags>
<GeneratePackageOnBuild>true</GeneratePackageOnBuild>
</PropertyGroup>

<PropertyGroup>
<NuspecFile>Godot.NET.Sdk.nuspec</NuspecFile>
<GenerateNuspecDependsOn>$(GenerateNuspecDependsOn);SetNuSpecProperties</GenerateNuspecDependsOn>
</PropertyGroup>

<Target Name="SetNuSpecProperties" Condition=" Exists('$(NuspecFile)') ">
<PropertyGroup>
<NuspecProperties>
id=$(PackageId);
description=$(Description);
authors=$(Authors);
version=$(PackageVersion);
packagetype=$(PackageType);
tags=$(PackageTags);
projecturl=$(PackageProjectUrl)
</NuspecProperties>
</PropertyGroup>
</Target>
</Project>
Original file line number Diff line number Diff line change
@@ -0,0 +1,22 @@
<?xml version="1.0" encoding="utf-8" ?>
<package xmlns="http://schemas.microsoft.com/packaging/2011/10/nuspec.xsd">
<metadata>
<id>$id$</id>
<version>$version$</version>
<description>$description$</description>
<authors>$authors$</authors>
<owners>$authors$</owners>
<projectUrl>$projecturl$</projectUrl>
<requireLicenseAcceptance>false</requireLicenseAcceptance>
<license type="expression">MIT</license>
<licenseUrl>https://licenses.nuget.org/MIT</licenseUrl>
<tags>$tags$</tags>
<packageTypes>
<packageType name="$packagetype$" />
</packageTypes>
<repository url="$projecturl$" />
</metadata>
<files>
<file src="Sdk\**" target="Sdk" />\
</files>
</package>
119 changes: 119 additions & 0 deletions modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Sdk/Sdk.props
Original file line number Diff line number Diff line change
@@ -0,0 +1,119 @@
<Project>
<PropertyGroup>
<!-- Determines if we should import Microsoft.NET.Sdk, if it wasn't already imported. -->
<GodotSdkImportsMicrosoftNetSdk Condition=" '$(UsingMicrosoftNETSdk)' != 'true' ">true</GodotSdkImportsMicrosoftNetSdk>

<GodotProjectTypeGuid>{8F3E2DF0-C35C-4265-82FC-BEA011F4A7ED}</GodotProjectTypeGuid>
</PropertyGroup>

<PropertyGroup>
<Configurations>Debug;ExportDebug;ExportRelease</Configurations>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>

<GodotProjectDir Condition=" '$(SolutionDir)' != '' ">$(SolutionDir)</GodotProjectDir>
<GodotProjectDir Condition=" '$(SolutionDir)' == '' ">$(MSBuildProjectDirectory)</GodotProjectDir>
<GodotProjectDir>$([MSBuild]::EnsureTrailingSlash('$(GodotProjectDir)'))</GodotProjectDir>

<!-- Custom output paths for Godot projects. In brief, 'bin\' and 'obj\' are moved to '$(GodotProjectDir)\.mono\temp\'. -->
<BaseOutputPath>$(GodotProjectDir).mono\temp\bin\</BaseOutputPath>
<OutputPath>$(GodotProjectDir).mono\temp\bin\$(Configuration)\</OutputPath>
<!--
Use custom IntermediateOutputPath and BaseIntermediateOutputPath only if it wasn't already set.
Otherwise the old values may have already been changed by MSBuild which can cause problems with NuGet.
-->
<IntermediateOutputPath Condition=" '$(IntermediateOutputPath)' == '' ">$(GodotProjectDir).mono\temp\obj\$(Configuration)\</IntermediateOutputPath>
<BaseIntermediateOutputPath Condition=" '$(BaseIntermediateOutputPath)' == '' ">$(GodotProjectDir).mono\temp\obj\</BaseIntermediateOutputPath>

<!-- Do not append the target framework name to the output path. -->
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
</PropertyGroup>

<Import Sdk="Microsoft.NET.Sdk" Project="Sdk.props" Condition=" '$(GodotSdkImportsMicrosoftNetSdk)' == 'true' " />

<PropertyGroup>
<EnableDefaultNoneItems>false</EnableDefaultNoneItems>
</PropertyGroup>

<!--
The Microsoft.NET.Sdk only understands of the Debug and Release configurations.
We need to set the following properties manually for ExportDebug and ExportRelease.
-->
<PropertyGroup Condition=" '$(Configuration)' == 'Debug' or '$(Configuration)' == 'ExportDebug' ">
<DebugSymbols Condition=" '$(DebugSymbols)' == '' ">true</DebugSymbols>
<Optimize Condition=" '$(Optimize)' == '' ">false</Optimize>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)' == 'ExportRelease' ">
<Optimize Condition=" '$(Optimize)' == '' ">true</Optimize>
</PropertyGroup>

<PropertyGroup>
<GodotApiConfiguration Condition=" '$(Configuration)' != 'ExportRelease' ">Debug</GodotApiConfiguration>
<GodotApiConfiguration Condition=" '$(Configuration)' == 'ExportRelease' ">Release</GodotApiConfiguration>
</PropertyGroup>

<!-- Auto-detect the target Godot platform if it was not specified. -->
<PropertyGroup Condition=" '$(GodotTargetPlatform)' == '' ">
<GodotTargetPlatform Condition=" '$([MSBuild]::IsOsPlatform(Linux))' ">x11</GodotTargetPlatform>
<GodotTargetPlatform Condition=" '$([MSBuild]::IsOsPlatform(FreeBSD))' ">x11</GodotTargetPlatform>
<GodotTargetPlatform Condition=" '$([MSBuild]::IsOsPlatform(OSX))' ">osx</GodotTargetPlatform>
<GodotTargetPlatform Condition=" '$([MSBuild]::IsOsPlatform(Windows))' ">windows</GodotTargetPlatform>
</PropertyGroup>

<PropertyGroup>
<GodotRealTIsDouble Condition=" '$(GodotRealTIsDouble)' == '' ">false</GodotRealTIsDouble>
</PropertyGroup>

<!-- Godot DefineConstants. -->
<PropertyGroup>
<!-- Define constant to identify Godot builds. -->
<GodotDefineConstants>GODOT</GodotDefineConstants>

<!--
Define constant to determine the target Godot platform. This includes the
recognized platform names and the platform category (PC, MOBILE or WEB).
-->
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'windows' ">GODOT_WINDOWS;GODOT_PC</GodotPlatformConstants>
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'x11' ">GODOT_X11;GODOT_PC</GodotPlatformConstants>
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'osx' ">GODOT_OSX;GODOT_MACOS;GODOT_PC</GodotPlatformConstants>
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'server' ">GODOT_SERVER;GODOT_PC</GodotPlatformConstants>
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'uwp' ">GODOT_UWP;GODOT_PC</GodotPlatformConstants>
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'haiku' ">GODOT_HAIKU;GODOT_PC</GodotPlatformConstants>
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'android' ">GODOT_ANDROID;GODOT_MOBILE</GodotPlatformConstants>
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'iphone' ">GODOT_IPHONE;GODOT_IOS;GODOT_MOBILE</GodotPlatformConstants>
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'javascript' ">GODOT_JAVASCRIPT;GODOT_HTML5;GODOT_WASM;GODOT_WEB</GodotPlatformConstants>

<GodotDefineConstants>$(GodotDefineConstants);$(GodotPlatformConstants)</GodotDefineConstants>
</PropertyGroup>

<PropertyGroup>
<!-- ExportDebug also defines DEBUG like Debug does. -->
<DefineConstants Condition=" '$(Configuration)' == 'ExportDebug' ">$(DefineConstants);DEBUG</DefineConstants>
<!-- Debug defines TOOLS to differenciate between Debug and ExportDebug configurations. -->
<DefineConstants Condition=" '$(Configuration)' == 'Debug' ">$(DefineConstants);TOOLS</DefineConstants>

<DefineConstants>$(GodotDefineConstants);$(DefineConstants)</DefineConstants>
</PropertyGroup>

<ItemGroup>
<!--
TODO:
We should consider a nuget package for reference assemblies. This is difficult because the
Godot scripting API is continuaslly breaking backwards compatibility even in patch releases.
-->
<Reference Include="GodotSharp">
<Private>false</Private>
<HintPath>$(GodotProjectDir).mono\assemblies\$(GodotApiConfiguration)\GodotSharp.dll</HintPath>
</Reference>
<Reference Include="GodotSharpEditor" Condition=" '$(Configuration)' == 'Debug' ">
<Private>false</Private>
<HintPath>$(GodotProjectDir).mono\assemblies\$(GodotApiConfiguration)\GodotSharpEditor.dll</HintPath>
</Reference>
</ItemGroup>

<PropertyGroup Condition=" '$(AutomaticallyUseReferenceAssemblyPackages)' == '' and '$(MicrosoftNETFrameworkReferenceAssembliesLatestPackageVersion)' == '' ">
<!-- Old 'Microsoft.NET.Sdk' so we reference the 'Microsoft.NETFramework.ReferenceAssemblies' package ourselves. -->
<AutomaticallyUseReferenceAssemblyPackages>true</AutomaticallyUseReferenceAssemblyPackages>
<MicrosoftNETFrameworkReferenceAssembliesLatestPackageVersion>1.0.0</MicrosoftNETFrameworkReferenceAssembliesLatestPackageVersion>
<GodotUseNETFrameworkRefAssemblies>true</GodotUseNETFrameworkRefAssemblies>
</PropertyGroup>
</Project>
34 changes: 34 additions & 0 deletions modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Sdk/Sdk.targets
Original file line number Diff line number Diff line change
@@ -0,0 +1,34 @@
<Project>
<Import Sdk="Microsoft.NET.Sdk" Project="Sdk.targets" Condition=" '$(GodotSdkImportsMicrosoftNetSdk)' == 'true' " />

<PropertyGroup>
<EnableGodotProjectTypeGuid Condition=" '$(EnableGodotProjectTypeGuid)' == '' ">true</EnableGodotProjectTypeGuid>
<ProjectTypeGuids Condition=" '$(EnableGodotProjectTypeGuid)' == 'true' ">$(GodotProjectTypeGuid);$(DefaultProjectTypeGuid)</ProjectTypeGuids>
</PropertyGroup>

<PropertyGroup>
<!--
Define constant to determine whether the real_t type in Godot is double precision or not.
By default this is false, like the official Godot builds. If someone is using a custom
Godot build where real_t is double, they can override the GodotRealTIsDouble property.
-->
<DefineConstants Condition=" '$(GodotRealTIsDouble)' == 'true' ">GODOT_REAL_T_IS_DOUBLE;$(DefineConstants)</DefineConstants>
</PropertyGroup>

<!-- Backported from newer Microsoft.NET.Sdk version -->
<Target Name="IncludeTargetingPackReference" BeforeTargets="_GetRestoreSettingsPerFramework;_CheckForInvalidConfigurationAndPlatform"
Condition=" '$(GodotUseNETFrameworkRefAssemblies)' == 'true' and '$(TargetFrameworkMoniker)' != '' and '$(TargetFrameworkIdentifier)' == '.NETFramework' and '$(AutomaticallyUseReferenceAssemblyPackages)' == 'true' ">
<GetReferenceAssemblyPaths
TargetFrameworkMoniker="$(TargetFrameworkMoniker)"
RootPath="$(TargetFrameworkRootPath)"
TargetFrameworkFallbackSearchPaths="$(TargetFrameworkFallbackSearchPaths)"
BypassFrameworkInstallChecks="$(BypassFrameworkInstallChecks)"
SuppressNotFoundError="true">
<Output TaskParameter="FullFrameworkReferenceAssemblyPaths" PropertyName="_FullFrameworkReferenceAssemblyPaths"/>
</GetReferenceAssemblyPaths>

<ItemGroup>
<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies" Version="$(MicrosoftNETFrameworkReferenceAssembliesLatestPackageVersion)" IsImplicitlyDefined="true" Condition="'$(_FullFrameworkReferenceAssemblyPaths)' == ''"/>
</ItemGroup>
</Target>
</Project>
5 changes: 4 additions & 1 deletion modules/mono/editor/GodotTools/GodotTools.Core/FileUtils.cs
Original file line number Diff line number Diff line change
Expand Up @@ -19,7 +19,10 @@ public static void SaveBackupCopy(string filePath)
}

if (attempt > maxAttempts + 1)
return;
{
// Overwrite the oldest one
backupPath = backupPathBase;
}

File.Copy(filePath, backupPath, overwrite: true);
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -7,6 +7,7 @@
<ItemGroup>
<Reference Include="Microsoft.Build" />
<PackageReference Include="Microsoft.Build" Version="16.5.0" />
<PackageReference Include="JetBrains.Annotations" Version="2019.1.3.0" ExcludeAssets="runtime" PrivateAssets="all" />
<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies" Version="1.0.0" PrivateAssets="All" />
</ItemGroup>
<ItemGroup>
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -22,6 +22,37 @@ public static string SanitizeQualifiedIdentifier(string qualifiedIdentifier, boo
return string.Join(".", identifiers);
}

/// <summary>
/// Skips invalid identifier characters including decimal digit numbers at the start of the identifier.
/// </summary>
private static void SkipInvalidCharacters(string source, int startIndex, StringBuilder outputBuilder)
{
for (int i = startIndex; i < source.Length; i++)
{
char @char = source[i];

switch (char.GetUnicodeCategory(@char))
{
case UnicodeCategory.UppercaseLetter:
case UnicodeCategory.LowercaseLetter:
case UnicodeCategory.TitlecaseLetter:
case UnicodeCategory.ModifierLetter:
case UnicodeCategory.LetterNumber:
case UnicodeCategory.OtherLetter:
outputBuilder.Append(@char);
break;
case UnicodeCategory.NonSpacingMark:
case UnicodeCategory.SpacingCombiningMark:
case UnicodeCategory.ConnectorPunctuation:
case UnicodeCategory.DecimalDigitNumber:
// Identifiers may start with underscore
if (outputBuilder.Length > startIndex || @char == '_')
outputBuilder.Append(@char);
break;
}
}
}

public static string SanitizeIdentifier(string identifier, bool allowEmpty)
{
if (string.IsNullOrEmpty(identifier))
Expand All @@ -44,30 +75,7 @@ public static string SanitizeIdentifier(string identifier, bool allowEmpty)
startIndex += 1;
}

for (int i = startIndex; i < identifier.Length; i++)
{
char @char = identifier[i];

switch (Char.GetUnicodeCategory(@char))
{
case UnicodeCategory.UppercaseLetter:
case UnicodeCategory.LowercaseLetter:
case UnicodeCategory.TitlecaseLetter:
case UnicodeCategory.ModifierLetter:
case UnicodeCategory.LetterNumber:
case UnicodeCategory.OtherLetter:
identifierBuilder.Append(@char);
break;
case UnicodeCategory.NonSpacingMark:
case UnicodeCategory.SpacingCombiningMark:
case UnicodeCategory.ConnectorPunctuation:
case UnicodeCategory.DecimalDigitNumber:
// Identifiers may start with underscore
if (identifierBuilder.Length > startIndex || @char == '_')
identifierBuilder.Append(@char);
break;
}
}
SkipInvalidCharacters(identifier, startIndex, identifierBuilder);

if (identifierBuilder.Length == startIndex)
{
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,7 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Microsoft.Build.Construction;
using Microsoft.Build.Globbing;

Expand Down Expand Up @@ -32,6 +33,7 @@ public static ProjectItemElement FindItemOrNull(this ProjectRootElement root, st

return null;
}

public static ProjectItemElement FindItemOrNullAbs(this ProjectRootElement root, string itemType, string include, bool noCondition = false)
{
string normalizedInclude = Path.GetFullPath(include).NormalizePath();
Expand Down Expand Up @@ -113,5 +115,19 @@ public static Guid GetGuid(this ProjectRootElement root)

return Guid.Empty;
}

public static bool AreDefaultCompileItemsEnabled(this ProjectRootElement root)
{
var enableDefaultCompileItemsProps = root.PropertyGroups
.Where(g => string.IsNullOrEmpty(g.Condition))
.SelectMany(g => g.Properties
.Where(p => p.Name == "EnableDefaultCompileItems" && string.IsNullOrEmpty(p.Condition)));

bool enableDefaultCompileItems = true;
foreach (var prop in enableDefaultCompileItemsProps)
enableDefaultCompileItems = prop.Value.Equals("true", StringComparison.OrdinalIgnoreCase);

return enableDefaultCompileItems;
}
}
}
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