PS: Refactor generate-binaries.ps1 (now il2cpp.ps1)

This commit is contained in:
Katy Coe
2020-09-05 18:40:21 +02:00
parent d358acdfd4
commit 3ee3a7f887

View File

@@ -15,23 +15,25 @@ param (
$ErrorActionPreference = "SilentlyContinue" $ErrorActionPreference = "SilentlyContinue"
# Path to C¤ compiler (14.0 = Visual Studio 2017, 15.0 = Visual Studio 2019 etc.) # If supplied Unity version is a path, use it, otherwise assume default path from version number alone
# These are ordered from least to most preferred. If no files exist at the specified path, if ($unityVersion -match "[\\/]") {
# a silent exception will be thrown and the variable will not be re-assigned. $UnityFolder = $unityVersion
if ($unityVersion -match "[\\/]"){ } else {
$UnityFolder = $unityVersion # The introduction of Unity Hub changed the base path of the Unity editor
}else{ $UnityFolder = "$env:ProgramFiles\Unity\Hub\Editor\$unityVersion"
$UnityFolder = "$env:ProgramFiles\Unity\Hub\Editor\$unityVersion"
} }
# Look for Unity Roslyn installs # Look for Unity Roslyn installs
$CSC = (gci "$UnityFolder\Editor\Data\Tools\Roslyn\csc.exe" | sort FullName)[-1].FullName $CSC = (gci "$UnityFolder\Editor\Data\Tools\Roslyn\csc.exe" | sort FullName)[-1].FullName
# Look for .NET Framework installs # Look for .NET Framework installs
$CSC = (gci "${env:ProgramFiles(x86)}\MSBuild\*\Bin\csc.exe" | sort FullName)[-1].FullName $CSC = (gci "${env:ProgramFiles(x86)}\MSBuild\*\Bin\csc.exe" | sort FullName)[-1].FullName
# Look for Visual Studio Roslyn installs
# Look for Visual Studio Roslyn installs (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.
$CSC = (gci "${env:ProgramFiles(x86)}\Microsoft Visual Studio\*\*\MSBuild\*\Bin\Roslyn\csc.exe" | sort FullName)[-1].FullName $CSC = (gci "${env:ProgramFiles(x86)}\Microsoft Visual Studio\*\*\MSBuild\*\Bin\Roslyn\csc.exe" | sort FullName)[-1].FullName
# Path to latest installed version of Unity # Path to latest installed version of Unity
# The introduction of Unity Hub changed the base path of the Unity editor
$UnityPath = (gi "$UnityFolder\Editor\Data" | sort FullName)[-1].FullName $UnityPath = (gi "$UnityFolder\Editor\Data" | sort FullName)[-1].FullName
# Path to il2cpp.exe # Path to il2cpp.exe
@@ -132,7 +134,6 @@ gci "$src/*" -Include $cs | % {
# Transpile all of the DLLs to C++ # Transpile all of the DLLs to C++
# We split this up from the binary compilation phase to avoid unnecessary DLL -> C++ transpiles for the same application # We split this up from the binary compilation phase to avoid unnecessary DLL -> C++ transpiles for the same application
$dll = $assemblies | % {"$_.dll"} $dll = $assemblies | % {"$_.dll"}
gci "$asm/*" -Include $dll | % { gci "$asm/*" -Include $dll | % {
@@ -144,73 +145,58 @@ gci "$asm/*" -Include $dll | % {
# Run IL2CPP on all generated assemblies for both x86 and ARM # Run IL2CPP on all generated assemblies for both x86 and ARM
# Earlier builds of Unity included mscorlib.dll automatically; in current versions we must specify its location # Earlier builds of Unity included mscorlib.dll automatically; in current versions we must specify its location
function Do-IL2CPP-Build {
param (
[string] $Platform,
[string] $Architecture,
[string] $Name,
[string[]] $AdditionalArgs
)
# Determine target name
$prefix = if ($Architecture -eq 'x86' -or $Architecture -eq 'x64') {'GameAssembly-'}
$ext = if ($Architecture -eq 'x86' -or $Architecture -eq 'x64') {"dll"} else {"so"}
$TargetBaseName = "$prefix$Name-$Architecture"
echo "Running il2cpp compiler for $TargetBaseName ($Platform/$Architecture)..."
# Compile
md $bin/$TargetBaseName 2>&1 >$null
& $il2cpp $compileArg $AdditionalArgs "--platform=$Platform", "--architecture=$Architecture", `
"--outputpath=$bin/$TargetBaseName/$TargetBaseName.$ext", `
"--generatedcppdir=$cpp/$Name" >$null
if ($LastExitCode -ne 0) {
Write-Error "IL2CPP error - aborting"
Exit
}
mv -Force $bin/$TargetBaseName/Data/metadata/global-metadata.dat $bin/$TargetBaseName
rm -Force -Recurse $bin/$TargetBaseName/Data
}
# Generate build for each target platform and architecture
gci "$asm/*" -Include $dll | % { gci "$asm/*" -Include $dll | % {
# x86 # x86
$name = "GameAssembly-$($_.BaseName)-x86" Do-IL2CPP-Build WindowsDesktop x86 $_.BaseName
echo "Running il2cpp compiler for $name (Windows/x86)..."
md $bin/$name 2>&1 >$null
& $il2cpp $compileArg '--platform=WindowsDesktop', '--architecture=x86', `
"--outputpath=$bin/$name/$name.dll", `
"--generatedcppdir=$cpp/$($_.BaseName)" >$null
if ($LastExitCode -ne 0) {
Write-Error "IL2CPP error - aborting"
Exit
}
mv -Force $bin/$name/Data/metadata/global-metadata.dat $bin/$name
rm -Force -Recurse $bin/$name/Data
# x64 # x64
$name = "GameAssembly-$($_.BaseName)-x64" Do-IL2CPP-Build WindowsDesktop x64 $_.BaseName
echo "Running il2cpp compiler for $name (Windows/x64)..."
md $bin/$name 2>&1 >$null
& $il2cpp $compileArg '--platform=WindowsDesktop', '--architecture=x64', `
"--outputpath=$bin/$name/$name.dll", `
"--generatedcppdir=$cpp/$($_.BaseName)" >$null
if ($LastExitCode -ne 0) {
Write-Error "IL2CPP error - aborting"
Exit
}
mv -Force $bin/$name/Data/metadata/global-metadata.dat $bin/$name
rm -Force -Recurse $bin/$name/Data
# ARMv7 # ARMv7
if ($AndroidBuildEnabled) { if ($AndroidBuildEnabled) {
$name = "$($_.BaseName)-ARMv7" Do-IL2CPP-Build Android ARMv7 $_.BaseName `
echo "Running il2cpp compiler for $name (Android/ARMv7)..." "--additional-include-directories=$AndroidPlayer/Tools/bdwgc/include", `
md $bin/$name 2>&1 >$null "--additional-include-directories=$AndroidPlayer/Tools/libil2cpp/include", `
& $il2cpp $compileArg '--platform=Android', '--architecture=ARMv7', ` "--tool-chain-path=$AndroidNDK"
"--outputpath=$bin/$name/$name.so", `
"--generatedcppdir=$cpp/$($_.BaseName)", `
"--additional-include-directories=$AndroidPlayer/Tools/bdwgc/include" `
"--additional-include-directories=$AndroidPlayer/Tools/libil2cpp/include" `
"--tool-chain-path=$AndroidNDK" >$null
if ($LastExitCode -ne 0) {
Write-Error "IL2CPP error - aborting"
Exit
}
mv -Force $bin/$name/Data/metadata/global-metadata.dat $bin/$name
rm -Force -Recurse $bin/$name/Data
} }
# ARMv8 / A64 # ARMv8 / A64
if ($AndroidBuildEnabled) { if ($AndroidBuildEnabled) {
$name = "$($_.BaseName)-ARM64" Do-IL2CPP-Build Android ARM64 $_.BaseName `
echo "Running il2cpp compiler for $name (Android/ARM64)..." "--additional-include-directories=$AndroidPlayer/Tools/bdwgc/include", `
md $bin/$name 2>&1 >$null "--additional-include-directories=$AndroidPlayer/Tools/libil2cpp/include", `
& $il2cpp $compileArg '--platform=Android', '--architecture=ARM64', ` "--tool-chain-path=$AndroidNDK"
"--outputpath=$bin/$name/$name.so", `
"--generatedcppdir=$cpp/$($_.BaseName)", `
"--additional-include-directories=$AndroidPlayer/Tools/bdwgc/include" `
"--additional-include-directories=$AndroidPlayer/Tools/libil2cpp/include" `
"--tool-chain-path=$AndroidNDK" >$null
if ($LastExitCode -ne 0) {
Write-Error "IL2CPP error - aborting"
Exit
}
mv -Force $bin/$name/Data/metadata/global-metadata.dat $bin/$name
rm -Force -Recurse $bin/$name/Data
} }
} }