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.NET: Generate SdkPackageVersions.props from version.py
Ensures that the versions always match the Godot version, albeit following SemVer 2.0 so inserting a dot between "beta" and the build number. For "stable" status, we omit the suffix as this would be interpreted as a pre-release build too. So we have: | Godot version | Nupkg version | | -------------- | -------------- | | 4.0.0-beta | 4.0.0-beta | | 4.0.0-beta2 | 4.0.0-beta.2 | | 4.0.0-rc1 | 4.0.0-rc.1 | | 4.0.0-stable | 4.0.0 |
This commit is contained in:
parent
38113acf0d
commit
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18
methods.py
18
methods.py
@ -7,15 +7,6 @@ from collections import OrderedDict
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from collections.abc import Mapping
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from collections.abc import Mapping
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from typing import Iterator
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from typing import Iterator
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# We need to define our own `Action` method to control the verbosity of output
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# and whenever we need to run those commands in a subprocess on some platforms.
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from SCons import Node
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from SCons.Script import Action
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from SCons.Script import ARGUMENTS
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from SCons.Script import Glob
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from SCons.Variables.BoolVariable import _text2bool
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from platform_methods import run_in_subprocess
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def add_source_files(self, sources, files):
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def add_source_files(self, sources, files):
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# Convert string to list of absolute paths (including expanding wildcard)
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# Convert string to list of absolute paths (including expanding wildcard)
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@ -220,6 +211,9 @@ def get_cmdline_bool(option, default):
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"""We use `ARGUMENTS.get()` to check if options were manually overridden on the command line,
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"""We use `ARGUMENTS.get()` to check if options were manually overridden on the command line,
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and SCons' _text2bool helper to convert them to booleans, otherwise they're handled as strings.
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and SCons' _text2bool helper to convert them to booleans, otherwise they're handled as strings.
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"""
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"""
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from SCons.Script import ARGUMENTS
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from SCons.Variables.BoolVariable import _text2bool
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cmdline_val = ARGUMENTS.get(option)
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cmdline_val = ARGUMENTS.get(option)
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if cmdline_val is not None:
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if cmdline_val is not None:
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return _text2bool(cmdline_val)
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return _text2bool(cmdline_val)
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@ -703,6 +697,9 @@ def generate_cpp_hint_file(filename):
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def glob_recursive(pattern, node="."):
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def glob_recursive(pattern, node="."):
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from SCons import Node
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from SCons.Script import Glob
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results = []
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results = []
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for f in Glob(str(node) + "/*", source=True):
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for f in Glob(str(node) + "/*", source=True):
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if type(f) is Node.FS.Dir:
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if type(f) is Node.FS.Dir:
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@ -913,6 +910,9 @@ def CommandNoCache(env, target, sources, command, **args):
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def Run(env, function, short_message, subprocess=True):
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def Run(env, function, short_message, subprocess=True):
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from SCons.Script import Action
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from platform_methods import run_in_subprocess
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output_print = short_message if not env["verbose"] else ""
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output_print = short_message if not env["verbose"] else ""
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if not subprocess:
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if not subprocess:
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return Action(function, output_print)
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return Action(function, output_print)
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3
modules/mono/.gitignore
vendored
3
modules/mono/.gitignore
vendored
@ -1,2 +1,5 @@
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# Do not ignore solution files inside the mono module. Overrides Godot's global gitignore.
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# Do not ignore solution files inside the mono module. Overrides Godot's global gitignore.
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!*.sln
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!*.sln
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# Generated by build_assemblies.py.
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SdkPackageVersions.props
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@ -1,8 +0,0 @@
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<Project>
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<PropertyGroup>
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<PackageFloatingVersion_Godot>4.0.*-*</PackageFloatingVersion_Godot>
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<PackageVersion_GodotSharp>4.0.0-dev</PackageVersion_GodotSharp>
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<PackageVersion_Godot_NET_Sdk>4.0.0-dev8</PackageVersion_Godot_NET_Sdk>
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<PackageVersion_Godot_SourceGenerators>4.0.0-dev8</PackageVersion_Godot_SourceGenerators>
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</PropertyGroup>
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</Project>
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@ -256,7 +256,57 @@ def build_godot_api(msbuild_tool, module_dir, output_dir, push_nupkgs_local, flo
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return 0
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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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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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</PropertyGroup>
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</Project>
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""".format(
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version_str
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)
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# We write in ../SdkPackageVersions.props.
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with open(os.path.join(dirname(script_path), "SdkPackageVersions.props"), "w") as f:
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f.write(props)
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f.close()
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def build_all(msbuild_tool, module_dir, output_dir, godot_platform, dev_debug, push_nupkgs_local, float_size):
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def build_all(msbuild_tool, module_dir, output_dir, godot_platform, dev_debug, push_nupkgs_local, float_size):
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# Generate SdkPackageVersions.props
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generate_sdk_package_versions()
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# Godot API
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# Godot API
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exit_code = build_godot_api(msbuild_tool, module_dir, output_dir, push_nupkgs_local, float_size)
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exit_code = build_godot_api(msbuild_tool, module_dir, output_dir, push_nupkgs_local, float_size)
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if exit_code != 0:
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if exit_code != 0:
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