protected override DotNetAssembly SetupNativeProgram(CSharpProgramConfiguration config, DotNetAssembly result)
 {
     BindGem.Instance().SetupInvocation(result, (DotsRuntimeCSharpProgramConfiguration)config);
     return(base.SetupNativeProgram(config, result));
 }
Exemple #2
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    static void Main()
    {
        BeeRootValue = BuildProgramConfigFile.AsmDefDescriptionFor("Unity.Tiny.Text").Path.Parent.Parent.Parent.Combine("DotsPlayer/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
        };

        ZeroJobs = new DotsRuntimeCSharpProgram(BeeRoot.Parent.Combine("ZeroJobs"), "Unity.ZeroJobs")
        {
            References = { UnityLowLevel },
            Unsafe     = true
        };

        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 = BuildProgramConfigFile.AssemblyDefinitions.ToArray();

        var gameAsmDefs  = asmDefDescriptions.Where(d => d.Path.Parent.Files("*.project").Any());
        var gamePrograms = gameAsmDefs.Select(SetupGame).ToArray();

        //any asmdef that has .Tests in its name, is going to be our indicator for being a test project for now.
        var testAsmDefs  = asmDefDescriptions.Where(ad => ad.Name.EndsWith(".Tests"));
        var testPrograms = testAsmDefs.Where(asm => asm.PackageSource != "BuiltIn" && asm.PackageSource != "Registry")
                           .Select(SetupTest)
                           .ExcludeNulls()
                           .ToArray();

        var vs = new VisualStudioSolution()
        {
            Path = BuildProgramConfigFile.UnityProjectPath.Combine($"{BuildProgramConfigFile.ProjectName}-Dots.sln").RelativeTo(NPath.CurrentDirectory),
            DefaultSolutionFolderFor = file => (file.Name.Contains("Unity.") || file.Name == "mscorlib") ? "Unity" : ""
        };

        var unityToolsFolder = "Unity/tools";

        if (BeeRoot.IsChildOf(BuildProgramConfigFile.UnityProjectPath))
        {
            vs.Projects.Add(new CSharpProjectFileReference("buildprogram.gen.csproj"), unityToolsFolder);
        }

        foreach (var gameProgram in gamePrograms)
        {
            vs.Projects.Add(gameProgram);
        }
        foreach (var testProgram in testPrograms)
        {
            vs.Projects.Add(testProgram);
        }

        var toolPrograms = new[]
        { TypeRegistrationTool.EntityBuildUtils, TypeRegistrationTool.TypeRegProgram, BindGem.Instance().Program };

        if (BeeRoot.IsChildOf(BuildProgramConfigFile.UnityProjectPath))
        {
            foreach (var p in toolPrograms)
            {
                vs.Projects.Add(p, unityToolsFolder);
            }
        }

        foreach (var config in DotsConfigs.Configs)
        {
            //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)));
            }));
        }
        Backend.Current.AddAliasDependency("ProjectFiles", vs.Setup());

        EditorToolsBuildProgram.Setup(BeeRoot);
    }