private static bool IsRequestedTargetExactlySingleAppSingleConfig() { var commandLineTargets = StandaloneBeeDriver.GetCommandLineTargets(); if (commandLineTargets.Count() != 1) { return(false); } var commandLineTarget = commandLineTargets.Single(); var ret = PerConfigBuildSettings.Any(entry => entry.Value.Any(v => v.Identifier == commandLineTarget)); return(ret); }
private static DotsRuntimeCSharpProgram SetupGame(AsmDefDescription game) { var gameProgram = GetOrMakeDotsRuntimeCSharpProgramFor(game); var withoutExt = new NPath(gameProgram.FileName).FileNameWithoutExtension; NPath exportManifest = new NPath(withoutExt + "/export.manifest"); Backend.Current.RegisterFileInfluencingGraph(exportManifest); if (exportManifest.FileExists()) { var dataFiles = exportManifest.MakeAbsolute().ReadAllLines(); foreach (var dataFile in dataFiles.Select(d => new NPath(d))) { gameProgram.SupportFiles.Add(new DeployableFile(dataFile, "Data/" + dataFile.FileName)); } } var configToSetupGame = new Dictionary <DotsRuntimeCSharpProgramConfiguration, DotNetAssembly>(); if (!PerConfigBuildSettings.ContainsKey(game.Name)) { return(null); } foreach (var config in PerConfigBuildSettings[game.Name].Where(config => !CanSkipSetupOf(game.Name, config))) { gameProgram.ProjectFile.StartInfo.Add(c => c == config, StartInfoFor(config, EntryPointExecutableFor(gameProgram, config))); gameProgram.ProjectFile.BuildCommand.Add(c => c == config, new BeeBuildCommand(GameDeployBinaryFor(gameProgram, config).ToString(), false, false).ToExecuteArgs()); DotNetAssembly setupGame = gameProgram.SetupSpecificConfiguration(config).WithDeployables(new DotNetAssembly( Il2Cpp.Distribution.Path.Combine("build/profiles/Tiny/Facades/netstandard.dll"), Framework.FrameworkNone)); var postILProcessedGame = ILPostProcessorTool.SetupInvocation(setupGame, config, gameProgram.Defines.For(config).ToArray()); var postTypeRegGenGame = TypeRegistrationTool.SetupInvocation(postILProcessedGame, config); configToSetupGame[config] = postTypeRegGenGame; } ; var il2CppOutputProgram = new Il2Cpp.Il2CppOutputProgram(gameProgram.AsmDefDescription.Name.Replace(".", "-") + ".il2cpp"); var configToSetupGameBursted = new Dictionary <DotsRuntimeCSharpProgramConfiguration, DotNetAssembly>(); BurstCompiler hostBurstCompiler = null; if (HostPlatform.IsWindows) { hostBurstCompiler = new BurstCompilerForWindows64(); hostBurstCompiler.Link = true; hostBurstCompiler.OnlyStaticMethods = true; } else if (HostPlatform.IsOSX) { hostBurstCompiler = new BurstCompilerForMac(); hostBurstCompiler.Link = true; hostBurstCompiler.OnlyStaticMethods = true; } else { Console.WriteLine("Tiny burst not yet supported on linux."); } var webBurstCompiler = new BurstCompilerForEmscripten(); foreach (var kvp in configToSetupGame) { var config = kvp.Key; var setupGame = kvp.Value; if (config.UseBurst) { var outputDir = $"artifacts/{game.Name}/{config.Identifier}_bursted"; var isWebGL = config.Platform is WebGLPlatform; var extension = config.NativeProgramConfiguration.ToolChain.DynamicLibraryFormat.Extension; //burst generates a .bundle on os x. if (config.Platform is MacOSXPlatform) { extension = "bundle"; } var burstlib = BurstCompiler.SetupBurstCompilationAndLinkForAssemblies( isWebGL ? webBurstCompiler : hostBurstCompiler, setupGame, new NPath(outputDir).Combine( $"lib_burst_generated{("."+extension) ?? ""}"), outputDir, out var burstedGame); if (isWebGL) { il2CppOutputProgram.Libraries.Add(c => c.Equals(config.NativeProgramConfiguration), burstlib); } else { burstedGame = burstedGame.WithDeployables(burstlib); } configToSetupGameBursted[config] = burstedGame; } else { configToSetupGameBursted[config] = setupGame; } } var configToSetupGameStripped = new Dictionary <DotsRuntimeCSharpProgramConfiguration, DotNetAssembly>(); foreach (var kvp in configToSetupGameBursted) { var config = kvp.Key; var setupGame = kvp.Value; if (config.ScriptingBackend == ScriptingBackend.TinyIl2cpp) { setupGame = Il2Cpp.UnityLinker.SetupInvocation(setupGame, $"artifacts/{game.Name}/{config.Identifier}_stripped", config.NativeProgramConfiguration); il2CppOutputProgram.SetupConditionalSourcesAndLibrariesForConfig(config, setupGame); configToSetupGameStripped[kvp.Key] = setupGame; } else { configToSetupGameStripped[kvp.Key] = kvp.Value; } } foreach (var kvp in configToSetupGameStripped) { var config = kvp.Key; var setupGame = kvp.Value; NPath deployPath = GameDeployDirectoryFor(gameProgram, config); IDeployable deployedGame; NPath entryPointExecutable = null; if (config.ScriptingBackend == ScriptingBackend.TinyIl2cpp) { var builtNativeProgram = il2CppOutputProgram.SetupSpecificConfiguration( config.NativeProgramConfiguration, config.NativeProgramConfiguration.ExecutableFormat ) .WithDeployables(setupGame.RecursiveRuntimeDependenciesIncludingSelf.SelectMany(a => a.Deployables.Where(d => !(d is DotNetAssembly) && !(d is StaticLibrary))) .ToArray()); if (builtNativeProgram is IPackagedAppExtension) { (builtNativeProgram as IPackagedAppExtension).SetAppPackagingParameters(gameProgram.AsmDefDescription.Name, config.NativeProgramConfiguration.CodeGen, gameProgram.SupportFiles.For(config)); } deployedGame = builtNativeProgram.DeployTo(deployPath); entryPointExecutable = deployedGame.Path; if (config.EnableManagedDebugging) { Backend.Current.AddDependency(deployedGame.Path, Il2Cpp.CopyIL2CPPMetadataFile(deployPath, setupGame)); } } else { deployedGame = setupGame.DeployTo(deployPath); var dotNetAssembly = (DotNetAssembly)deployedGame; //Usually a dotnet runtime game does not have a static void main(), and instead references another "entrypoint asmdef" that provides it. //This is convenient, but what makes it weird is that you have to start YourEntryPoint.exe instead of YourGame.exe. Until we have a better //solution for this, we're going to copy YourEntryPoint.exe to YourGame.exe, so that it's easier to find, and so that when it runs and you look //at the process name you understand what it is. if (deployedGame.Path.HasExtension("dll")) { var to = deployPath.Combine(deployedGame.Path.ChangeExtension("exe").FileName); var from = dotNetAssembly.RecursiveRuntimeDependenciesIncludingSelf.SingleOrDefault(a => a.Path.HasExtension("exe"))?.Path; if (from == null) { throw new InvalidProgramException($"Program {dotNetAssembly.Path} is an executable-like thing, but doesn't reference anything with Main"); } Backend.Current.AddDependency(deployedGame.Path, CopyTool.Instance().Setup(to, from)); entryPointExecutable = to; } else { entryPointExecutable = deployedGame.Path; } } //Because we use multidag, and try to not run all the setupcode when we just want to create projectfiles, we have a bit of a challenge. //Projectfiles require exact start and build commands. So we need to have a cheap way to calculate those. However, it's important that they //exactly match the actual place where the buildprogram is going to place our files. If these don't match things break down. The checks //in this block, they compare the "quick way to determine where the binary will be placed, and what the start executable is", with the //actual return values returned from .DeployTo(), when we do run the actual buildcode. NPath deployedGamePath = GameDeployBinaryFor(gameProgram, config); if (deployedGame.Path != deployedGamePath) { throw new InvalidProgramException($"We expected deployPath to be {deployedGamePath}, but in reality it was {deployedGame.Path}"); } var expectedEntryPointExecutable = EntryPointExecutableFor(gameProgram, config); if (entryPointExecutable != expectedEntryPointExecutable) { throw new InvalidProgramException($"We expected entryPointExecutable to be {expectedEntryPointExecutable}, but in reality it was {entryPointExecutable}"); } Backend.Current.AddAliasDependency(config.Identifier, deployedGamePath); } return(gameProgram); }
private static DotsRuntimeCSharpProgram SetupGame(AsmDefDescription game) { var gameProgram = GetOrMakeDotsRuntimeCSharpProgramFor(game); var configToSetupGame = new Dictionary <DotsRuntimeCSharpProgramConfiguration, DotNetAssembly>(); if (!PerConfigBuildSettings.ContainsKey(game.Name)) { return(null); } var configsToUse = PerConfigBuildSettings[game.Name].Where(config => !CanSkipSetupOf(game.Name, config)); foreach (var config in configsToUse) { var withoutExt = new NPath(new NPath(gameProgram.FileName).FileNameWithoutExtension).Combine(config.Identifier); NPath exportManifest = withoutExt.Combine("export.manifest"); Backend.Current.RegisterFileInfluencingGraph(exportManifest); if (exportManifest.FileExists()) { var dataFiles = exportManifest.MakeAbsolute().ReadAllLines(); foreach (var dataFile in dataFiles.Select(d => new NPath(d))) { gameProgram.SupportFiles.Add( c => c.Equals(config), new DeployableFile(dataFile, GetDeployPathFromExportPath(dataFile))); } } gameProgram.ProjectFile.StartInfo.Add( c => c == config, StartInfoFor(config, EntryPointExecutableFor(gameProgram, config))); gameProgram.ProjectFile.BuildCommand.Add( c => c == config, new BeeBuildCommand(GameDeployBinaryFor(gameProgram, config).ToString(), false, false).ToExecuteArgs()); } foreach (var config in configsToUse) { DotNetAssembly setupGame = gameProgram.SetupSpecificConfiguration(config); if (config.TargetFramework == TargetFramework.Tiny) { var tinyStandard = new DotNetAssembly(Il2Cpp.Distribution.Path.Combine("build/profiles/Tiny/Facades/netstandard.dll"), Framework.FrameworkNone); setupGame = setupGame.WithDeployables(tinyStandard); } var postILProcessedGame = ILPostProcessorTool.SetupInvocation( setupGame, config, gameProgram.Defines.For(config).ToArray()); var postTypeRegGenGame = TypeRegistrationTool.SetupInvocation(postILProcessedGame, config); configToSetupGame[config] = postTypeRegGenGame; } var il2CppOutputProgram = new Il2Cpp.Il2CppOutputProgram(gameProgram.AsmDefDescription.Name); var configToSetupGameBursted = new Dictionary <DotsRuntimeCSharpProgramConfiguration, DotNetAssembly>(); foreach (var kvp in configToSetupGame) { var config = kvp.Key; var setupGame = kvp.Value; if (config.UseBurst) { BurstCompiler burstCompiler = null; if (config.Platform is WindowsPlatform) { burstCompiler = new BurstCompilerForWindows64(); burstCompiler.Link = false; } else if (config.Platform is MacOSXPlatform) { burstCompiler = new BurstCompilerForMac(); burstCompiler.Link = false; } else if (config.Platform is IosPlatform) { burstCompiler = new BurstCompilerForiOS(); burstCompiler.EnableStaticLinkage = true; burstCompiler.ObjectFileExtension = "a"; } else if (config.Platform is LinuxPlatform) { burstCompiler = new BurstCompilerForLinuxWaitingForBurstRelease(); } else if (config.Platform is AndroidPlatform) { burstCompiler = new BurstCompilerForAndroid(); burstCompiler.EnableStaticLinkage = false; burstCompiler.Link = false; burstCompiler.EnableDirectExternalLinking = true; if (config.NativeProgramConfiguration.ToolChain.Architecture is Arm64Architecture) { burstCompiler.TargetArchitecture = "ARMV8A_AARCH64"; } } else if (config.Platform is WebGLPlatform) { burstCompiler = new BurstCompilerForEmscripten(); burstCompiler.EnableStaticLinkage = true; burstCompiler.DisableVectors = false; } // Only generate marshaling info for platforms that require marshalling (e.g. Windows DotNet) // but also if collection checks are enabled (as that is why we need marshalling) burstCompiler.EnableJobMarshalling &= config.EnableUnityCollectionsChecks; burstCompiler.SafetyChecks = config.EnableUnityCollectionsChecks; burstCompiler.DisableWarnings = "BC1370"; // Suppress warning for burst function throwing an exception var outputDir = $"artifacts/{game.Name}/{config.Identifier}_bursted"; var burstLibName = "lib_burst_generated"; DotNetAssembly burstedGame = setupGame; var burstlib = BurstCompiler.SetupBurstCompilationForAssemblies( burstCompiler, setupGame, new NPath(outputDir).Combine("bclobj"), outputDir, burstLibName, out burstedGame); if ((config.Platform is IosPlatform || config.Platform is AndroidPlatform) && config.NativeProgramConfiguration.ToolChain.DynamicLibraryFormat.Extension == "a") // static lib based toolchain { il2CppOutputProgram.Libraries.Add(c => c.Equals(config.NativeProgramConfiguration), burstlib); il2CppOutputProgram.Defines.Add( c => c.Equals(config.NativeProgramConfiguration), $"FORCE_PINVOKE_{burstLibName}_INTERNAL"); } else if (config.Platform is WebGLPlatform) { il2CppOutputProgram.Libraries.Add(c => c.Equals(config.NativeProgramConfiguration), burstlib); } else { var burstDynamicLib = new NativeProgram(burstLibName); burstDynamicLib.Libraries.Add(c => c.Equals(config.NativeProgramConfiguration), burstlib); burstDynamicLib.Libraries.Add( c => c.Equals(config.NativeProgramConfiguration), gameProgram.TransitiveReferencesFor(config) .Where( p => p is DotsRuntimeCSharpProgram && ((DotsRuntimeCSharpProgram)p).NativeProgram != null) .Select( p => new NativeProgramAsLibrary(((DotsRuntimeCSharpProgram)p).NativeProgram) { BuildMode = NativeProgramLibraryBuildMode.Dynamic })); if (config.Platform is IosPlatform || config.Platform is AndroidPlatform) { NativeJobsPrebuiltLibrary.AddToNativeProgram(burstDynamicLib); } DotsRuntimeCSharpProgram.SetupDotsRuntimeNativeProgram(burstLibName, burstDynamicLib); var builtBurstLib = burstDynamicLib.SetupSpecificConfiguration( config.NativeProgramConfiguration, config.NativeProgramConfiguration.ToolChain.DynamicLibraryFormat); burstedGame = burstedGame.WithDeployables(builtBurstLib); } configToSetupGameBursted[config] = burstedGame; } else { configToSetupGameBursted[config] = setupGame; } } var configToSetupGameStripped = new Dictionary <DotsRuntimeCSharpProgramConfiguration, DotNetAssembly>(); foreach (var kvp in configToSetupGameBursted) { var config = kvp.Key; var setupGame = kvp.Value; if (config.ScriptingBackend == ScriptingBackend.TinyIl2cpp) { setupGame = Il2Cpp.UnityLinker.SetupInvocation(setupGame, $"artifacts/{game.Name}/{config.Identifier}_stripped", config.NativeProgramConfiguration); il2CppOutputProgram.SetupConditionalSourcesAndLibrariesForConfig(config, setupGame); configToSetupGameStripped[kvp.Key] = setupGame; } else { configToSetupGameStripped[kvp.Key] = kvp.Value; } } foreach (var kvp in configToSetupGameStripped) { var config = kvp.Key; var setupGame = kvp.Value; NPath deployPath = GameDeployDirectoryFor(gameProgram, config); IDeployable deployedGame; NPath entryPointExecutable = null; if (config.ScriptingBackend == ScriptingBackend.TinyIl2cpp) { var tinyShellFileName = "tiny_shell.html"; NPath tinyShellPath = new NPath(new NPath(gameProgram.FileName).FileNameWithoutExtension).Combine(config.Identifier, "WebTemplate", tinyShellFileName); il2CppOutputProgram.DynamicLinkerSettingsForEmscripten().Add(c => c.WithShellFile(tinyShellPath)); var builtNativeProgram = il2CppOutputProgram.SetupSpecificConfiguration( config.NativeProgramConfiguration, config.NativeProgramConfiguration.ExecutableFormat ) .WithDeployables(setupGame.RecursiveRuntimeDependenciesIncludingSelf.SelectMany(a => a.Deployables.Where(d => !(d is DotNetAssembly) && !(d is StaticLibrary))) .ToArray()); if (builtNativeProgram is IPackagedAppExtension) { (builtNativeProgram as IPackagedAppExtension).SetAppPackagingParameters( gameProgram.AsmDefDescription.Name, config.DotsConfiguration); } if (config.PlatformBuildConfig is WebBuildConfig webBuildConfig) { if (webBuildConfig.SingleFile) { deployedGame = new DeployableFile(GameDeployBinaryFor(gameProgram, config)); CopyTool.Instance().Setup(deployedGame.Path, (builtNativeProgram as EmscriptenExecutable).Path); } else { deployedGame = builtNativeProgram.DeployTo(deployPath); } var webTemplateFolder = webBuildConfig.WebTemplateFolder; if (String.IsNullOrEmpty(webTemplateFolder)) { webTemplateFolder = LowLevelRoot.Combine("WebSupport", "WebTemplates", "Default").ToString(); } if (new NPath(webTemplateFolder).IsRelative) { webTemplateFolder = new NPath("../..").Combine(webTemplateFolder).MakeAbsolute().ToString(); } if (!new NPath(webTemplateFolder).Combine(tinyShellFileName).FileExists()) { throw new InvalidProgramException($"Web template folder \"{webTemplateFolder}\" doesn't contain \"{tinyShellFileName}\" file."); } foreach (var templateFilePath in new NPath(webTemplateFolder).Files(recurse:true)) { string fileRelativePath = templateFilePath.ToString().Substring(webTemplateFolder.Length + 1); if (fileRelativePath == tinyShellFileName) { NPath shellPackager = LowLevelRoot.Combine("WebSupport", "package_shell_file.js"); NPath tinyShellJS = LowLevelRoot.Combine("WebSupport", "tiny_shell.js"); var inputs = new List <NPath> { TinyEmscripten.NodeExe, shellPackager, templateFilePath, tinyShellJS }; var commandLineArguments = new List <string> { shellPackager.ToString(), "--outputHtml", tinyShellPath.ToString(), "--inputShellHtml", templateFilePath.ToString(), "--inputShellJs", tinyShellJS.ToString() }; NPath exportManifest = new NPath(new NPath(gameProgram.FileName).FileNameWithoutExtension).Combine(config.Identifier, "export.manifest"); if (webBuildConfig.SingleFile && exportManifest.FileExists()) { inputs.Add(exportManifest.MakeAbsolute().ReadAllLines().Select(d => new NPath(d))); NPath assetRootDirectory = new NPath(new NPath(gameProgram.FileName).FileNameWithoutExtension).Combine(config.Identifier); commandLineArguments.AddRange(new List <string> { "--assetRootDirectory", assetRootDirectory.ToString(), "--assetManifest", exportManifest.ToString() }); } Backend.Current.AddAction( actionName: "Package Shell File", targetFiles: new NPath[] { tinyShellPath }, inputs: inputs.ToArray(), executableStringFor: TinyEmscripten.NodeExe.InQuotes(), commandLineArguments: commandLineArguments.Select(d => d.InQuotes()).ToArray() ); Backend.Current.AddDependency(deployedGame.Path, tinyShellPath); } else if (!templateFilePath.HasExtension("meta")) { var targetPath = deployPath.Combine(fileRelativePath); CopyTool.Instance().Setup(targetPath, templateFilePath); Backend.Current.AddDependency(deployedGame.Path, targetPath); } } } else { deployedGame = builtNativeProgram.DeployTo(deployPath); } entryPointExecutable = deployedGame.Path; if (config.EnableManagedDebugging && !(builtNativeProgram is IPackagedAppExtension)) { Backend.Current.AddDependency(deployedGame.Path, Il2Cpp.CopyIL2CPPMetadataFile(deployPath, setupGame)); } // make sure http-server gets fetched from stevedore. this should probably go elsewhere, but this is // a convenient quick hack place. if (config.PlatformBuildConfig is WebBuildConfig) { var httpserver = new StevedoreArtifact("http-server"); httpserver.GenerateUnusualPath(); var httpserverpath = httpserver.GetUnusualPath().Combine("bin", "http-server"); Backend.Current.AddDependency(deployedGame.Path, httpserverpath); } } else { deployedGame = setupGame.DeployTo(deployPath); var dotNetAssembly = (DotNetAssembly)deployedGame; //Usually a dotnet runtime game does not have a static void main(), and instead references another "entrypoint asmdef" that provides it. //This is convenient, but what makes it weird is that you have to start YourEntryPoint.exe instead of YourGame.exe. Until we have a better //solution for this, we're going to copy YourEntryPoint.exe to YourGame.exe, so that it's easier to find, and so that when it runs and you look //at the process name you understand what it is. if (deployedGame.Path.HasExtension("dll")) { var to = deployPath.Combine(deployedGame.Path.ChangeExtension("exe").FileName); // Do an explicit check for the entrypoint.exe as a program may refer to other exes as assembly references var from = dotNetAssembly.RecursiveRuntimeDependenciesIncludingSelf.SingleOrDefault(a => a.Path.FileName == "Unity.Runtime.EntryPoint.exe")?.Path; if (from == null) { throw new InvalidProgramException($"Program {dotNetAssembly.Path} is an executable-like thing, but doesn't reference anything with Main"); } Backend.Current.AddDependency(deployedGame.Path, CopyTool.Instance().Setup(to, from)); entryPointExecutable = to; } else { entryPointExecutable = deployedGame.Path; } } //Because we use multidag, and try to not run all the setupcode when we just want to create projectfiles, we have a bit of a challenge. //Projectfiles require exact start and build commands. So we need to have a cheap way to calculate those. However, it's important that they //exactly match the actual place where the buildprogram is going to place our files. If these don't match things break down. The checks //in this block, they compare the "quick way to determine where the binary will be placed, and what the start executable is", with the //actual return values returned from .DeployTo(), when we do run the actual buildcode. NPath deployedGamePath = GameDeployBinaryFor(gameProgram, config); //Identifier with slash means that this is complementary target and we should skip steps which are main target specific. //See comment in DotsConfigs.cs DotsConfigs.MakeConfigs() method for details. if (config.Identifier.IndexOf('/') != -1) { continue; } if (deployedGame.Path != deployedGamePath) { throw new InvalidProgramException($"We expected deployPath to be {deployedGamePath}, but in reality it was {deployedGame.Path}"); } var expectedEntryPointExecutable = EntryPointExecutableFor(gameProgram, config); if (entryPointExecutable != expectedEntryPointExecutable) { throw new InvalidProgramException($"We expected entryPointExecutable to be {expectedEntryPointExecutable}, but in reality it was {entryPointExecutable}"); } Backend.Current.AddAliasDependency(config.Identifier, deployedGamePath); } return(gameProgram); }
static void Main() { if (!(Backend.Current is TundraBackend)) { StandaloneBeeDriver.RunBuildProgramInBeeEnvironment("dummy.json", Main); return; } BeeRootValue = AsmDefConfigFile.AsmDefDescriptionFor("Unity.ZeroPlayer.TypeRegGen").Path.Parent.Parent.Combine("bee~"); StevedoreGlobalSettings.Instance = new StevedoreGlobalSettings { // Manifest entries always override artifact IDs hard-coded in Bee // Setting EnforceManifest to true will also ensure no artifacts // are used without being listed in a manifest. EnforceManifest = true, Manifest = { BeeRootValue.Combine("manifest.stevedore"), }, }; //The stevedore global manifest will override DownloadableCsc.Csc72 artifacts and use Csc73 CSharpProgram.DefaultConfig = new CSharpProgramConfiguration(CSharpCodeGen.Release, DownloadableCsc.Csc72); UnityLowLevel = new DotsRuntimeCSharpProgram($"{LowLevelRoot}/Unity.LowLevel") { References = { UnsafeUtility.DotNetAssembly }, Unsafe = true }; UnityLowLevel.NativeProgram.Libraries.Add(IsLinux, new SystemLibrary("dl")); ZeroJobs = new DotsRuntimeCSharpProgram($"{LowLevelRoot}/Unity.ZeroJobs") { References = { UnityLowLevel }, Unsafe = true }; UnityCompilationPipeline = new DotNetAssembly(AsmDefConfigFile.UnityCompilationPipelineAssemblyPath, Framework.NetStandard20); var nunit = new StevedoreArtifact("nunit-framework"); Backend.Current.Register(nunit); NUnitLite = new DotNetAssembly(nunit.Path.Combine("bin", "net40", "nunitlite.dll"), Framework.Framework40); NUnitFramework = new DotNetAssembly(nunit.Path.Combine("bin", "net40", "nunit.framework.dll"), Framework.Framework40); //any asmdef that sits next to a .project file we will consider a tiny game. var asmDefDescriptions = AsmDefConfigFile.AssemblyDefinitions.ToArray(); BurstCompiler.BurstExecutable = asmDefDescriptions.First(d => d.Name == "Unity.Burst") .Path.Parent.Parent.Combine(".Runtime/bcl.exe").QuoteForProcessStart(); var ilPostProcessorPrograms = asmDefDescriptions.Where(d => d.Name.EndsWith(".CodeGen") && !d.DefineConstraints.Contains("!NET_DOTS")).Select(GetOrMakeDotsRuntimeCSharpProgramFor); ILPostProcessorAssemblies = ilPostProcessorPrograms.Select(p => p.SetupSpecificConfiguration(DotsConfigs.HostDotnet)).ToArray(); PerConfigBuildSettings = DotsConfigs.MakeConfigs(); var tinyMainAsmDefs = asmDefDescriptions;//.Where(d => d.NamedReferences.Contains("Unity.Tiny.Main")); var gameAsmDefs = tinyMainAsmDefs.Union(AsmDefConfigFile.TestableAssemblyDefinitions); var gamePrograms = gameAsmDefs.Select(SetupGame).ExcludeNulls().ToArray(); var vs = new VisualStudioSolution { Path = AsmDefConfigFile.UnityProjectPath.Combine($"{AsmDefConfigFile.ProjectName}-Dots.sln").RelativeTo(NPath.CurrentDirectory), DefaultSolutionFolderFor = file => (file.Name.Contains("Unity.") || file.Name == "mscorlib") ? "Unity" : "" }; var unityToolsFolder = "Unity/tools"; var unityILPostProcessorsFolder = "Unity/ILPostProcessing"; if (BeeRoot.IsChildOf(AsmDefConfigFile.UnityProjectPath)) { var buildProjRef = new CSharpProjectFileReference("buildprogram.gen.csproj"); vs.Projects.Add(buildProjRef, unityToolsFolder); vs.Projects.Add(buildProjRef, unityILPostProcessorsFolder); } foreach (var gameProgram in gamePrograms) { vs.Projects.Add(gameProgram); } var toolPrograms = new[] { TypeRegistrationTool.EntityBuildUtils, TypeRegistrationTool.TypeRegProgram }; foreach (var p in toolPrograms) { vs.Projects.Add(p, unityToolsFolder); } vs.Projects.Add(ILPostProcessorTool.ILPostProcessorRunnerProgram, unityILPostProcessorsFolder); foreach (var p in ilPostProcessorPrograms) { vs.Projects.Add(p, unityILPostProcessorsFolder); } foreach (var config in PerConfigBuildSettings.SelectMany(entry => entry.Value)) { //we want dotnet to be the default, and we cannot have nice things: https://aras-p.info/blog/2017/03/23/How-does-Visual-Studio-pick-default-config/platform/ var solutionConfigName = config.Identifier == "dotnet" ? "Debug (dotnet)": config.Identifier; vs.Configurations.Add(new SolutionConfiguration(solutionConfigName, (configurations, file) => { var firstOrDefault = configurations.FirstOrDefault(c => c == config); return(new Tuple <IProjectConfiguration, bool>( firstOrDefault ?? configurations.First(), firstOrDefault != null || toolPrograms.Any(t => t.ProjectFile == file))); })); } VisualStudioSolution = vs; EditorToolsBuildProgram.Setup(BeeRoot); // Run this before solution setup, to potentially give this a chance to muck with the VisualStudioSolution DotsBuildCustomizer.RunAllCustomizers(); if (!IsRequestedTargetExactlySingleAppSingleConfig()) { Backend.Current.AddAliasDependency("ProjectFiles", vs.Setup()); } }
static void Main() { BeeRootValue = AsmDefConfigFile.AsmDefDescriptionFor("Unity.Runtime.EntryPoint").Path.Parent.Parent.Combine("bee~"); Backend.Current.StevedoreSettings = new StevedoreSettings { // Manifest entries always override artifact IDs hard-coded in Bee // Setting EnforceManifest to true will also ensure no artifacts // are used without being listed in a manifest. EnforceManifest = true, Manifest = { BeeRootValue.Combine("manifest.stevedore"), }, }; // When bee needs to run a second time because the Tundra graph has suggested a need to rerun, // you cannot use LazyStatics or Statics in cases where you construct a program that gets compiled in the first run. // This is because previously bee when it ran a second time would spawn a new process of the buildprogram but in the // new bee we actually run it in the same process which means that you need to construct new programs or clear out old state. TinyIO = null; UnityTinyBurst = null; UnityLowLevel = null; ZeroJobs = null; ILPostProcessorAssemblies = null; ILPostProcessorTool._ilPostProcessorRunnerProgramInternal = null; _cache.Clear(); DotsConfigs.Clear(); CSharpProgram.DefaultConfig = new CSharpProgramConfiguration(CSharpCodeGen.Release); PerConfigBuildSettings = DotsConfigs.MakeConfigs(); foreach (var rootAssemblyName in PerConfigBuildSettings.Keys) { AsmDefConfigFile.AsmDefDescriptionFor(rootAssemblyName).IsTinyRoot = true; } //any asmdef that sits next to a .project file we will consider a tiny game. var asmDefDescriptions = AsmDefConfigFile.AssemblyDefinitions.ToArray(); var burstAsmDef = asmDefDescriptions.First(d => d.Name == "Unity.Burst"); var tinyIOAsmDef = asmDefDescriptions.First(d => d.Name == "Unity.Tiny.IO"); UnityLowLevel = new DotsRuntimeCSharpProgram($"{LowLevelRoot}/Unity.LowLevel") { References = { UnsafeUtility.Program }, Unsafe = true }; UnityLowLevel.NativeProgram.Libraries.Add(IsLinux, new SystemLibrary("dl")); UnityLowLevel.NativeProgram.Libraries.Add(c => c.Platform is AndroidPlatform, new SystemLibrary("log")); TinyIO = GetOrMakeDotsRuntimeCSharpProgramFor(tinyIOAsmDef); UnityTinyBurst = new DotsRuntimeCSharpProgram($"{LowLevelRoot}/Unity.Tiny.Burst") { References = { UnityLowLevel }, Unsafe = true }; ZeroJobs = new DotsRuntimeCSharpProgram($"{LowLevelRoot}/Unity.ZeroJobs") { References = { UnityLowLevel, UnityTinyBurst, GetOrMakeDotsRuntimeCSharpProgramFor(burstAsmDef), TinyIO }, Unsafe = true }; UnityCompilationPipeline = new DotNetAssembly( AsmDefConfigFile.UnityCompilationPipelineAssemblyPath, HackedFrameworkToUseForProjectFilesIfNecessary); var nunit = new StevedoreArtifact("nunit-framework"); NUnitLite = new DotNetAssembly(nunit.Path.Combine("bin", "net40", "nunitlite.dll"), Framework.Framework471); NUnitFramework = new DotNetAssembly(nunit.Path.Combine("bin", "net40", "nunit.framework.dll"), Framework.Framework471); BurstCompiler.BurstExecutable = GetBurstExecutablePath(burstAsmDef).QuoteForProcessStart(); var ilPostProcessorPrograms = asmDefDescriptions .Where(d => d.IsILPostProcessorAssembly) .Select(GetOrMakeDotsRuntimeCSharpProgramFor); ILPostProcessorAssemblies = ilPostProcessorPrograms.Select(p => { /* * We want to compile the ilpp's for hostdotnet, even though we might be compiling the actual game * for something else (e.g. wasm). The ilpp's may reference actual game assemblies, which may have * native code. We do not want to set up the native code for those game assemblies for hostdotnet, * because a) it makes no sense and b) the native toolchains might not be installed, and it would be * dumb to require that to build for an unrelated platform. * * So, set the NativeProgramConfiguration to null, and set up with that. But first, set the platform, * because normally the platform comes from the npc. */ var tmp = DotsConfigs.HostDotnet; tmp.Platform = DotsConfigs.HostDotnet.Platform; tmp.NativeProgramConfiguration = null; var ret = p.SetupSpecificConfiguration(tmp); return(ret); }) .ToArray(); var tinyMainAsmDefs = asmDefDescriptions.Where(a => a.IsTinyRoot); var gameAsmDefs = tinyMainAsmDefs.Union(AsmDefConfigFile.TestableAssemblyDefinitions); foreach (var gameAsmdef in gameAsmDefs) { var gameProgram = GetOrMakeDotsRuntimeCSharpProgramFor(gameAsmdef); if (gameProgram.AsmDefDescription.NeedsEntryPointAdded()) { gameProgram.References.Add( GetOrMakeDotsRuntimeCSharpProgramFor( AsmDefConfigFile.AsmDefDescriptionFor("Unity.Runtime.EntryPoint"))); } } var gamePrograms = gameAsmDefs.Select(SetupGame).ExcludeNulls().ToArray(); var vs = new VisualStudioSolution { Path = AsmDefConfigFile.UnityProjectPath.Combine($"{AsmDefConfigFile.ProjectName}-Dots.sln").RelativeTo(NPath.CurrentDirectory), DefaultSolutionFolderFor = file => (file.Name.Contains("Unity.") || file.Name == "mscorlib") ? "Unity" : "" }; var unityToolsFolder = "Unity/tools"; var unityILPostProcessorsFolder = "Unity/ILPostProcessing"; if (BeeRoot.IsChildOf(AsmDefConfigFile.UnityProjectPath)) { var buildProjRef = new CSharpProjectFileReference("buildprogram.gen.csproj"); vs.Projects.Add(buildProjRef, unityToolsFolder); } foreach (var gameProgram in gamePrograms) { vs.Projects.Add(gameProgram); } var toolPrograms = new[] { TypeRegistrationTool.EntityBuildUtils, TypeRegistrationTool.TypeRegProgram }; foreach (var p in toolPrograms) { vs.Projects.Add(p, unityToolsFolder); } vs.Projects.Add(ILPostProcessorTool.ILPostProcessorRunnerProgram, unityILPostProcessorsFolder); foreach (var p in ilPostProcessorPrograms) { vs.Projects.Add(p, unityILPostProcessorsFolder); } foreach (var config in PerConfigBuildSettings.SelectMany(entry => entry.Value)) { //we want dotnet to be the default, and we cannot have nice things: https://aras-p.info/blog/2017/03/23/How-does-Visual-Studio-pick-default-config/platform/ var solutionConfigName = config.Identifier == "dotnet" ? "Debug (dotnet)": config.Identifier; vs.Configurations.Add(new SolutionConfiguration(solutionConfigName, (configurations, file) => { var firstOrDefault = configurations.FirstOrDefault(c => c == config); return(new Tuple <IProjectConfiguration, bool>( firstOrDefault ?? configurations.First(), firstOrDefault != null || toolPrograms.Any(t => t.ProjectFile == file))); })); } VisualStudioSolution = vs; EditorToolsBuildProgram.Setup(BeeRoot); // Run this before solution setup, to potentially give this a chance to muck with the VisualStudioSolution DotsBuildCustomizer.RunAllCustomizers(); if (!IsRequestedTargetExactlySingleAppSingleConfig()) { Backend.Current.AddAliasDependency("ProjectFiles", vs.Setup()); } }