PS: More robust pathing in generate-binaries (Unity 2019.3-compat)

This commit is contained in:
Katy Coe
2020-02-13 06:09:52 +01:00
parent 97c8b8f878
commit 34cb2bc029

View File

@@ -1,14 +1,10 @@
# Copyright 2019 Katy Coe - http://www.hearthcode.org - http://www.djkaty.com
# Copyright 2019-2020 Katy Coe - http://www.hearthcode.org - http://www.djkaty.com
# All rights reserved.
# Compile all of the test items in TestSources via IL2CPP to produce the binaries necessary to run the tests
# Requires Unity 2019.2.8f1 or later and Visual Studio 2017 (or MSBuild with C# 7+ support) or later to be installed
# Requires Android NDK r13b or newer for Android test builds (https://developer.android.com/ndk/downloads)
# Path to C¤ compiler (14.0 = Visual Studio 2017, 15.0 = Visual Studio 2019 etc.)
# These are ordered from least to most preferred. If no files exist at the specified path,
# a silent exception will be thrown and the variable will not be re-assigned.
param (
# Which assemblies in the TestAssemblies folder to generate binaries for with il2cpp
[string]$assemblies = "*"
@@ -16,6 +12,10 @@ param (
$ErrorActionPreference = "SilentlyContinue"
# Path to C¤ compiler (14.0 = Visual Studio 2017, 15.0 = Visual Studio 2019 etc.)
# These are ordered from least to most preferred. If no files exist at the specified path,
# a silent exception will be thrown and the variable will not be re-assigned.
# Look for Unity Roslyn installs
$CSC = (gci "$env:ProgramFiles\Unity\Hub\Editor\*\Editor\Data\Tools\Roslyn\csc.exe" | sort FullName)[-1].FullName
# Look for .NET Framework installs
@@ -27,47 +27,63 @@ $CSC = (gci "${env:ProgramFiles(x86)}\Microsoft Visual Studio\*\*\MSBuild\*\Bin\
# The introduction of Unity Hub changed the base path of the Unity editor
$UnityPath = (gci "$env:ProgramFiles\Unity\Hub\Editor\*\Editor\Data" | sort FullName)[-1].FullName
$ErrorActionPreference = "Continue"
# Path to il2cpp.exe
# Up to Unity 2019.2, il2cpp\build\il2cpp.exe
# From Unity 2019.3, il2cpp\build\deploy\net471\il2cpp.exe
$il2cpp = (gci "$UnityPath\il2cpp\build" -Recurse -Filter il2cpp.exe)[0].FullName
# Calculate Unity paths
$il2cpp = $UnityPath + '\il2cpp\build\il2cpp.exe'
$mscorlib = $UnityPath + '\Mono\lib\mono\unity\mscorlib.dll'
$AndroidPlayer = $UnityPath + '\PlaybackEngines\AndroidPlayer'
# Path to mscorlib.dll
# Up to Unity 2019.2, Mono\lib\mono\unity\...
# From Unity 2019.3, MonoBleedingEdge\lib\mono\unityaot\...
$mscorlib = (gci "$UnityPath\Mono*\lib\mono\unityaot\mscorlib.dll")[0].FullName
# Path to the Android NDK
# Different Unity versions require specific NDKs, see the section Change the NDK at:
# The NDK can also be installed standalone without AndroidPlayer
# https://docs.unity3d.com/2019.1/Documentation/Manual/android-sdksetup.html
$AndroidPlayer = $UnityPath + '\PlaybackEngines\AndroidPlayer'
$AndroidNDK = $AndroidPlayer + '\NDK'
$ErrorActionPreference = "Continue"
# Check that everything is installed
if (!$CSC) {
Write-Error "Could not find C¤ compiler csc.exe - aborting"
Exit
} else {
echo "Using C# compiler at '$CSC'"
}
if (!$UnityPath) {
Write-Error "Could not find Unity editor - aborting"
Exit
} else {
echo "Using Unity installation at '$UnityPath'"
}
if (!(Test-Path -Path $AndroidNDK -PathType container)) {
Write-Error "Could not find Android NDK at '$AndroidNDK' - aborting"
Exit
}
if (!(Test-Path -Path $il2cpp -PathType leaf)) {
if (!$il2cpp) {
Write-Error "Could not find Unity IL2CPP build support - aborting"
Exit
}
if (!$mscorlib) {
Write-Error "Could not find Unity mscorlib assembly - aborting"
Exit
}
if (!(Test-Path -Path $AndroidPlayer -PathType container)) {
Write-Error "Could not find Unity Android build support - aborting"
Exit
}
echo "Using C# compiler at '$CSC'"
echo "Using Unity installation at '$UnityPath'"
echo "Using IL2CPP toolchain at '$il2cpp'"
echo "Using Unity mscorlib assembly at '$mscorlib'"
echo "Using Android player at '$AndroidPlayer'"
echo "Using Android NDK at '$AndroidNDK'"
# Workspace paths
$src = "$PSScriptRoot/TestSources"
$asm = "$PSScriptRoot/TestAssemblies"
@@ -75,9 +91,10 @@ $bin = "$PSScriptRoot/TestBinaries"
# We try to make the arguments as close as possible to a real Unity build
# "--lump-runtime-library" was added to reduce the number of C++ files generated by UnityEngine (Unity 2019)
# "--disable-runtime-lumping" replaced the above (Unity 2019.3)
$arg = '--convert-to-cpp', '--compile-cpp', '--libil2cpp-static', '--configuration=Release', `
'--emit-null-checks', '--enable-array-bounds-check', '--forcerebuild', `
'--map-file-parser=$UnityPath\il2cpp\MapFileParser\MapFileParser.exe'
'--map-file-parser=$UnityPath\il2cpp\MapFileParser\MapFileParser.exe', '--dotnetprofile="unityaot"'
# Prepare output folders
md $asm, $bin 2>&1 >$null
@@ -85,6 +102,8 @@ md $asm, $bin 2>&1 >$null
# Compile all .cs files in TestSources
echo "Compiling source code..."
gci $src | % {
echo $_.BaseName
& $csc "/t:library" "/nologo" "/unsafe" "/out:$asm/$($_.BaseName).dll" "$src/$_"
if ($LastExitCode -ne 0) {