# Copyright 2019-2020 Katy Coe - http://www.djkaty.com - https://github.com/djkaty # All rights reserved. # Compile the specified .cs files in TestSources to produce a .NET assembly DLL, the transpiled C++ source code and an IL2CPP binary for each # Requires Unity 2018.3.0f2 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) param ( # Which source files in TestSources to generate aseemblies, C++ and IL2CPP binaries for [string[]] $assemblies = "*", # Which Unity version to use; uses the latest installed if not specified [string] $unityVersion = "*" ) $ErrorActionPreference = "SilentlyContinue" # If supplied Unity version is a path, use it, otherwise assume default path from version number alone if ($unityVersion -match "[\\/]") { $UnityFolder = $unityVersion } else { # The introduction of Unity Hub changed the base path of the Unity editor $UnityFolder = "$env:ProgramFiles\Unity\Hub\Editor\$unityVersion" } # Look for Unity Roslyn installs $CSC = (gci "$UnityFolder\Editor\Data\Tools\Roslyn\csc.exe" | sort FullName)[-1].FullName # Look for .NET Framework installs $CSC = (gci "${env:ProgramFiles(x86)}\MSBuild\*\Bin\csc.exe" | sort FullName)[-1].FullName # 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 # Path to latest installed version of Unity $UnityPath = (gi "$UnityFolder\Editor\Data" | sort FullName)[-1].FullName # Path to il2cpp.exe # For Unity <= 2019.2.21f1, il2cpp\build\il2cpp.exe # For Unity >= 2019.3.0f6, il2cpp\build\deploy\net471\il2cpp.exe $il2cpp = (gci "$UnityPath\il2cpp\build" -Recurse -Filter il2cpp.exe)[0].FullName # Path to mscorlib.dll # For Unity <= 2018.1.9f2, Mono\lib\mono\2.0\... # For Unity >= 2018.2.0f2, 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' $AndroidBuildEnabled = $True $ErrorActionPreference = "Continue" # Check that everything is installed if (!$CSC) { Write-Error "Could not find C¤ compiler csc.exe - aborting" Exit } if (!$UnityPath) { Write-Error "Could not find Unity editor - aborting" Exit } if (!(Test-Path -Path $AndroidNDK -PathType container)) { echo "Could not find Android NDK at '$AndroidNDK'" $AndroidBuildEnabled = $False } if (!$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 $AndroidPlayer -PathType container)) { echo "Could not find Unity Android build support at '$AndroidPlayer'" $AndroidBuildEnabled = $False } echo "Using C# compiler at '$CSC'" echo "Using Unity installation at '$UnityPath'" echo "Using IL2CPP toolchain at '$il2cpp'" echo "Using Unity mscorlib assembly at '$mscorlib'" if ($AndroidBuildEnabled) { echo "Using Android player at '$AndroidPlayer'" echo "Using Android NDK at '$AndroidNDK'" } else { echo "Android build is disabled due to missing components" } # Workspace paths $src = "$PSScriptRoot/TestSources" $asm = "$PSScriptRoot/TestAssemblies" $cpp = "$PSScriptRoot/TestCpp" $bin = "$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) $cppArg = '--convert-to-cpp', '-emit-null-checks', '--enable-array-bounds-check', '--dotnetprofile="unityaot"' $compileArg = '--compile-cpp', '--libil2cpp-static', '--configuration=Release', ` '--map-file-parser=$UnityPath\il2cpp\MapFileParser\MapFileParser.exe', '--dotnetprofile="unityaot"', ` '--forcerebuild' # Prepare output folders md $asm, $bin 2>&1 >$null # Compile all specified .cs files in TestSources echo "Compiling source code..." $cs = $assemblies | % {"$_.cs"} gci "$src/*" -Include $cs | % { echo "$($_.Name) -> $($_.BaseName).dll" & $csc "/t:library" "/nologo" "/unsafe" "/out:$asm/$($_.BaseName).dll" "$_" if ($LastExitCode -ne 0) { Write-Error "Compilation error - aborting" Exit } } # 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 $dll = $assemblies | % {"$_.dll"} gci "$asm/*" -Include $dll | % { $name = $_.BaseName echo "Converting assembly $($_.Name) to C++..." rm -Force -Recurse $cpp/$name 2>&1 >$null & $il2cpp $cppArg "--generatedcppdir=$cpp/$name", "--assembly=$_,$mscorlib" >$null } # 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 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 | % { # x86 Do-IL2CPP-Build WindowsDesktop x86 $_.BaseName # x64 Do-IL2CPP-Build WindowsDesktop x64 $_.BaseName # ARMv7 if ($AndroidBuildEnabled) { Do-IL2CPP-Build Android ARMv7 $_.BaseName ` "--additional-include-directories=$AndroidPlayer/Tools/bdwgc/include", ` "--additional-include-directories=$AndroidPlayer/Tools/libil2cpp/include", ` "--tool-chain-path=$AndroidNDK" } # ARMv8 / A64 if ($AndroidBuildEnabled) { Do-IL2CPP-Build Android ARM64 $_.BaseName ` "--additional-include-directories=$AndroidPlayer/Tools/bdwgc/include", ` "--additional-include-directories=$AndroidPlayer/Tools/libil2cpp/include", ` "--tool-chain-path=$AndroidNDK" } } # Generate test stubs & "$PSScriptRoot/generate-tests.ps1"