fix build steps
This commit is contained in:
+10
-17
@@ -13,28 +13,21 @@ if %errorlevel% == 0 (
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powershell -Command "(Get-Content thirdparty/leanclr/src/runtime/build_config.h) -replace 'LEANCLR_FATAL_ON_RAISE_NOT_IMPLEMENTED_ERROR 1', 'LEANCLR_FATAL_ON_RAISE_NOT_IMPLEMENTED_ERROR 0' | Set-Content thirdparty/leanclr/src/runtime/build_config.h"
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)
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REM Find the Emscripten toolchain. Override via EMSDK_TOOLCHAIN if needed.
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if "%EMSDK_TOOLCHAIN%"=="" (
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for /f "delims=" %%i in ('where emcc 2^>nul') do set "EMCC_PATH=%%i"
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if not "%EMCC_PATH%"=="" (
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REM <emsdk>\upstream\emscripten\emcc -> <emsdk>\upstream\emscripten\cmake\Modules\Platform\Emscripten.cmake
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for %%i in ("%EMCC_PATH%") do set "EMCC_DIR=%%~dpi"
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set "EMSDK_TOOLCHAIN=%EMCC_DIR%cmake\Modules\Platform\Emscripten.cmake"
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)
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)
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if "%EMSDK_TOOLCHAIN%"=="" (
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echo [build-web] Emscripten toolchain not found. Set EMSDK_TOOLCHAIN to: 1>&2
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echo [build-web] ^<emsdk^>\upstream\emscripten\cmake\Modules\Platform\Emscripten.cmake 1>&2
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REM Assume Emscripten is on PATH (emsdk_env.bat / emsdk activated).
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where emcc >nul 2>&1
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if errorlevel 1 (
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echo [build-web] emcc not found on PATH. Activate Emscripten via emsdk_env.bat first. 1>&2
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exit /b 1
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)
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echo [build-web] Using toolchain: %EMSDK_TOOLCHAIN%
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echo [build-web] Using emcc from PATH.
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cmake -S . -B build-web -G Ninja -DCMAKE_TOOLCHAIN_FILE="%EMSDK_TOOLCHAIN%" -DCMAKE_BUILD_TYPE=Release || exit /b 1
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python tools\binding_generator\generate_bindings.py --api build-web\_deps\godot-cpp-src\gdextension\extension_api.json
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emcmake cmake -S . -B build-web -G Ninja -DCMAKE_BUILD_TYPE=Release
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if errorlevel 1 (
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py tools\binding_generator\generate_bindings.py --api build-web\_deps\godot-cpp-src\gdextension\extension_api.json
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echo [build-web] Initial cmake configure failed, running binding generator and retrying...
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python3 tools\binding_generator\generate_bindings.py --api build-web\_deps\godot-cpp-src\gdextension\extension_api.json
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if errorlevel 1 exit /b 1
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emcmake cmake -S . -B build-web -G Ninja -DCMAKE_BUILD_TYPE=Release || exit /b 1
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)
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cmake -S . -B build-web -G Ninja -DCMAKE_TOOLCHAIN_FILE="%EMSDK_TOOLCHAIN%" -DCMAKE_BUILD_TYPE=Release || exit /b 1
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cmake --build build-web --target leanclr_godot || exit /b 1
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dotnet msbuild managed\GodotSharpCompat\GodotSharpCompat.csproj -p:Configuration=Debug || exit /b 1
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@@ -1,71 +0,0 @@
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#!/usr/bin/env bash
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# Build the Web (WASM) target.
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# Requires Emscripten 3.1+ and Ninja on PATH.
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# Run from the repo root.
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set -euo pipefail
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REPO_ROOT="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
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cd "$REPO_ROOT"
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if [ ! -f "thirdparty/leanclr/CMakeLists.txt" ]; then
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git submodule update --init --recursive
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fi
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# Re-apply the LeanCLR NotImplemented patch if needed.
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if grep -q "LEANCLR_FATAL_ON_RAISE_NOT_IMPLEMENTED_ERROR 1" \
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thirdparty/leanclr/src/runtime/build_config.h 2>/dev/null; then
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echo "[build-web] Re-applying leanclr NotImplemented patch..."
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sed -i 's/LEANCLR_FATAL_ON_RAISE_NOT_IMPLEMENTED_ERROR 1/LEANCLR_FATAL_ON_RAISE_NOT_IMPLEMENTED_ERROR 0/' \
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thirdparty/leanclr/src/runtime/build_config.h
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fi
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# Find the Emscripten toolchain. Override via $EMSDK_TOOLCHAIN if your install
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# is in a non-default location.
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if [ -z "${EMSDK_TOOLCHAIN:-}" ]; then
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if command -v emcc >/dev/null 2>&1; then
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# `which emcc` may resolve to either <emsdk>/upstream/emscripten/emcc
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# (POSIX) or <emsdk>/upstream/bin/emcc.bat (Windows launcher). Walk up
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# until we find a directory that contains cmake/Modules/Platform/.
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EMCC_PATH="$(command -v emcc)"
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d="$(dirname "$EMCC_PATH")"
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for _ in 1 2 3 4 5 6 7 8; do
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candidate="$d/cmake/Modules/Platform/Emscripten.cmake"
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if [ -f "$candidate" ]; then
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EMSDK_TOOLCHAIN="$candidate"
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break
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fi
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d="$(dirname "$d")"
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done
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fi
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fi
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if [ -z "${EMSDK_TOOLCHAIN:-}" ] || [ ! -f "$EMSDK_TOOLCHAIN" ]; then
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echo "[build-web] Emscripten toolchain not found. Set EMSDK_TOOLCHAIN to the" >&2
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echo "[build-web] full path of Emscripten.cmake, e.g.:" >&2
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echo "[build-web] <emsdk>/upstream/emscripten/cmake/Modules/Platform/Emscripten.cmake" >&2
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exit 1
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fi
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echo "[build-web] Using toolchain: $EMSDK_TOOLCHAIN"
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# Configure (first pass — fetches godot-cpp). Single-threaded is forced by
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# the CMakeLists's own if(EMSCRIPTEN) block (GODOTCPP_THREADS=OFF, -O1).
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cmake -S . -B build-web -G Ninja \
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-DCMAKE_TOOLCHAIN_FILE="$EMSDK_TOOLCHAIN" \
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-DCMAKE_BUILD_TYPE=Release
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# Generate bindings (uses the same extension_api.json path, just inside build-web/).
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python3 tools/binding_generator/generate_bindings.py \
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--api build-web/_deps/godot-cpp-src/gdextension/extension_api.json
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# Re-configure so the generated cpp is part of the target, then build.
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cmake -S . -B build-web -G Ninja \
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-DCMAKE_TOOLCHAIN_FILE="$EMSDK_TOOLCHAIN" \
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-DCMAKE_BUILD_TYPE=Release
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cmake --build build-web --target leanclr_godot
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# Managed C# (same output dir as the desktop build).
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dotnet msbuild managed/GodotSharpCompat/GodotSharpCompat.csproj -p:Configuration=Debug
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dotnet msbuild project/Game.csproj -p:Configuration=Debug
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echo "[build-web] Done. Output:"
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echo "[build-web] project/bin/Release/libleanclr_godot.wasm"
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echo "[build-web] Export the project for Web in the Godot editor to run."
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@@ -15,9 +15,13 @@ if %errorlevel% == 0 (
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powershell -Command "(Get-Content thirdparty/leanclr/src/runtime/build_config.h) -replace 'LEANCLR_FATAL_ON_RAISE_NOT_IMPLEMENTED_ERROR 1', 'LEANCLR_FATAL_ON_RAISE_NOT_IMPLEMENTED_ERROR 0' | Set-Content thirdparty/leanclr/src/runtime/build_config.h"
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)
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python3 tools\binding_generator\generate_bindings.py --api build-master\_deps\godot-cpp-src\gdextension\extension_api.json
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cmake -S . -B build-master -DCMAKE_BUILD_TYPE=Debug || exit /b 1
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cmake -S . -B build-master -DCMAKE_BUILD_TYPE=Debug || exit /b 1
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cmake -S . -B build-master -DCMAKE_BUILD_TYPE=Debug
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if errorlevel 1 (
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echo [build-windows] Initial cmake configure failed, running binding generator and retrying...
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python3 tools\binding_generator\generate_bindings.py --api build-master\_deps\godot-cpp-src\gdextension\extension_api.json
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if errorlevel 1 exit /b 1
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cmake -S . -B build-master -DCMAKE_BUILD_TYPE=Debug || exit /b 1
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)
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cmake --build build-master --config Debug --target leanclr_godot || exit /b 1
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dotnet msbuild managed\GodotSharpCompat\GodotSharpCompat.csproj -p:Configuration=Debug || exit /b 1
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@@ -1,35 +0,0 @@
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#!/usr/bin/env bash
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# Build the Windows (Desktop) target: native GDExtension + managed C# DLLs.
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# Run from the repo root.
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set -euo pipefail
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REPO_ROOT="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
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cd "$REPO_ROOT"
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# Pull submodules if missing.
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if [ ! -f "thirdparty/leanclr/CMakeLists.txt" ]; then
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git submodule update --init --recursive
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fi
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# Re-apply the LeanCLR NotImplemented patch if a fresh submodule overwrote it.
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if grep -q "LEANCLR_FATAL_ON_RAISE_NOT_IMPLEMENTED_ERROR 1" \
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thirdparty/leanclr/src/runtime/build_config.h 2>/dev/null; then
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echo "[build-windows] Re-applying leanclr NotImplemented patch..."
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sed -i 's/LEANCLR_FATAL_ON_RAISE_NOT_IMPLEMENTED_ERROR 1/LEANCLR_FATAL_ON_RAISE_NOT_IMPLEMENTED_ERROR 0/' \
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thirdparty/leanclr/src/runtime/build_config.h
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fi
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# Generate bindings (needs the just-fetched extension_api.json).
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python3 tools/binding_generator/generate_bindings.py \
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--api build-master/_deps/godot-cpp-src/gdextension/extension_api.json
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# Configure CMake (first pass — fetches godot-cpp via FetchContent).
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cmake -S . -B build-master -DCMAKE_BUILD_TYPE=Debug
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# Re-configure so add_library sees the generated cpp, then build.
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cmake -S . -B build-master -DCMAKE_BUILD_TYPE=Debug
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cmake --build build-master --config Debug --target leanclr_godot
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# Managed C#.
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dotnet msbuild managed/GodotSharpCompat/GodotSharpCompat.csproj -p:Configuration=Debug
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dotnet msbuild project/Game.csproj -p:Configuration=Debug
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echo "[build-windows] Done. Run with: \"/path/to/Godot\" --path project"
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@@ -1,18 +0,0 @@
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#!/usr/bin/env bash
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# Remove all build outputs. Leaves sources, scripts, and the leanclr
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# submodule intact.
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# Run from the repo root.
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set -euo pipefail
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REPO_ROOT="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
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cd "$REPO_ROOT"
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rm -rf build build-master build-web
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rm -rf src/generated
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rm -rf managed/GodotSharpCompat/Generated
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rm -rf project/bin
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rm -rf project/leanclr
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rm -rf project/obj
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rm -f tools/binding_generator/__pycache__
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echo "[clean] Removed build directories, generated bindings, C# outputs."
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