fix build steps

This commit is contained in:
2026-06-07 23:55:51 +08:00
parent 1d49b63295
commit b55a4ca324
2 changed files with 23 additions and 23 deletions
+13 -13
View File
@@ -4,34 +4,34 @@ REM Build the Web (WASM) target. Requires Emscripten 3.1+ and Ninja on PATH.
setlocal
if not exist thirdparty\leanclr\CMakeLists.txt (
git submodule update --init --recursive
git submodule update --init --recursive
)
findstr /C:"LEANCLR_FATAL_ON_RAISE_NOT_IMPLEMENTED_ERROR 1" thirdparty\leanclr\src\runtime\build_config.h >nul 2>&1
if %errorlevel% == 0 (
echo [build-web] Re-applying leanclr NotImplemented patch...
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"
echo [build-web] Re-applying leanclr NotImplemented patch...
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"
)
REM Assume Emscripten is on PATH (emsdk_env.bat / emsdk activated).
where emcc >nul 2>&1
if errorlevel 1 (
echo [build-web] emcc not found on PATH. Activate Emscripten via emsdk_env.bat first. 1>&2
exit /b 1
echo [build-web] emcc not found on PATH. Activate Emscripten via emsdk_env.bat first. 1>&2
exit /b 1
)
echo [build-web] Using emcc from PATH.
emcmake cmake -S . -B build-web -G Ninja -DCMAKE_BUILD_TYPE=Release
cmake -S . -B build-web -G Ninja -DCMAKE_BUILD_TYPE=Debug
if errorlevel 1 (
echo [build-web] Initial cmake configure failed, running binding generator and retrying...
python3 tools\binding_generator\generate_bindings.py --api build-web\_deps\godot-cpp-src\gdextension\extension_api.json
if errorlevel 1 exit /b 1
emcmake cmake -S . -B build-web -G Ninja -DCMAKE_BUILD_TYPE=Release || exit /b 1
echo [build-web] Initial cmake configure failed, running binding generator and retrying...
python3 tools\binding_generator\generate_bindings.py --api build-web\_deps\godot-cpp-src\gdextension\extension_api.json
if errorlevel 1 exit /b 1
cmake -S . -B build-web -G Ninja -DCMAKE_BUILD_TYPE=Debug
)
cmake --build build-web --target leanclr_godot || exit /b 1
cmake --build build-web --config Release --target leanclr_godot
dotnet msbuild managed\GodotSharpCompat\GodotSharpCompat.csproj -p:Configuration=Debug || exit /b 1
dotnet msbuild project\Game.csproj -p:Configuration=Debug || exit /b 1
dotnet msbuild managed\GodotSharpCompat\GodotSharpCompat.csproj -p:Configuration=Debug
dotnet msbuild project\Game.csproj -p:Configuration=Debug
echo [build-web] Done. Output: project\bin\Release\libleanclr_godot.wasm
echo [build-web] Export the project for Web in the Godot editor to run.
+10 -10
View File
@@ -5,26 +5,26 @@ REM Run from the repo root.
setlocal
if not exist thirdparty\leanclr\CMakeLists.txt (
git submodule update --init --recursive
git submodule update --init --recursive
)
REM Re-apply the LeanCLR NotImplemented patch if a fresh submodule overwrote it.
findstr /C:"LEANCLR_FATAL_ON_RAISE_NOT_IMPLEMENTED_ERROR 1" thirdparty\leanclr\src\runtime\build_config.h >nul 2>&1
if %errorlevel% == 0 (
echo [build-windows] Re-applying leanclr NotImplemented patch...
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"
echo [build-windows] Re-applying leanclr NotImplemented patch...
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"
)
cmake -S . -B build-master -DCMAKE_BUILD_TYPE=Debug
if errorlevel 1 (
echo [build-windows] Initial cmake configure failed, running binding generator and retrying...
python3 tools\binding_generator\generate_bindings.py --api build-master\_deps\godot-cpp-src\gdextension\extension_api.json
if errorlevel 1 exit /b 1
cmake -S . -B build-master -DCMAKE_BUILD_TYPE=Debug || exit /b 1
echo [build-windows] Initial cmake configure failed, running binding generator and retrying...
python3 tools\binding_generator\generate_bindings.py --api build-master\_deps\godot-cpp-src\gdextension\extension_api.json
if errorlevel 1 exit /b 1
cmake -S . -B build-master -DCMAKE_BUILD_TYPE=Debug
)
cmake --build build-master --config Debug --target leanclr_godot || exit /b 1
cmake --build build-master --config Debug --target leanclr_godot
dotnet msbuild managed\GodotSharpCompat\GodotSharpCompat.csproj -p:Configuration=Debug || exit /b 1
dotnet msbuild project\Game.csproj -p:Configuration=Debug || exit /b 1
dotnet msbuild managed\GodotSharpCompat\GodotSharpCompat.csproj -p:Configuration=Debug
dotnet msbuild project\Game.csproj -p:Configuration=Debug
echo [build-windows] Done. Run with: "C:\path\to\Godot.exe" --path project