# Copyright 2019 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.) $CSC = (gci 'C:\Program Files (x86)\MSBuild\*\Bin\csc.exe' | sort name)[-1].FullName # Path to latest installed version of Unity # The introduction of Unity Hub changed the base path of the Unity editor $UnityPath = (gci 'C:\Program Files\Unity\Hub\Editor\*\Editor\Data' | sort name)[-1].FullName # Calculate Unity paths $il2cpp = $UnityPath + '\il2cpp\build\il2cpp.exe' $mscorlib = $UnityPath + '\Mono\lib\mono\unity\mscorlib.dll' $AndroidPlayer = $UnityPath + '\PlaybackEngines\AndroidPlayer' # 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 $AndroidNDK = $AndroidPlayer + '\NDK' # Check that everything is installed if (!(Test-Path -Path $CSC -PathType leaf)) { echo "Could not find C¤ compiler csc.exe at '$CSC' - aborting" Exit } else { echo "Using C# compiler at '$CSC'" } if (!(Test-Path -Path $UnityPath -PathType container)) { echo "Could not find Unity editor at '$UnityPath' - aborting" Exit } else { echo "Using Unity installation at '$UnityPath'" } if (!(Test-Path -Path $AndroidNDK -PathType container)) { echo "Could not find Android NDK at '$AndroidNDK' - aborting" Exit } if (!(Test-Path -Path $il2cpp -PathType leaf)) { echo "Could not find Unity IL2CPP build support - aborting" Exit } if (!(Test-Path -Path $AndroidPlayer -PathType container)) { echo "Could not find Unity Android build support - aborting" Exit } # Workspace paths $src = "$PSScriptRoot/TestSources" $asm = "$PSScriptRoot/TestAssemblies" $bin = "$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) $arg = '--convert-to-cpp', '--compile-cpp', '--libil2cpp-static', '--configuration=Release', ` '--emit-null-checks', '--enable-array-bounds-check', ` '--map-file-parser=$UnityPath\il2cpp\MapFileParser\MapFileParser.exe' # Prepare output folders md $asm, $bin 2>&1 >$null # Compile all .cs files in TestSources echo "Compiling source code..." gci $src | % { & $csc "/t:library" "/nologo" "/out:$asm/$($_.BaseName).dll" "$src/$_" } # 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 gci $asm | % { # x86 $name = "GameAssembly-$($_.BaseName)" echo "Running il2cpp for test assembly $name (Windows/x86)..." md $bin/$name 2>&1 >$null & $il2cpp $arg '--platform=WindowsDesktop', '--architecture=x86', ` "--assembly=$asm/$_,$mscorlib", ` "--outputpath=$bin/$name/$name.dll" mv -Force $bin/$name/Data/metadata/global-metadata.dat $bin/$name rm -Force -Recurse $bin/$name/Data # ARM $name = "$($_.BaseName)" echo "Running il2cpp for test assembly $name (Android/ARMv7)..." md $bin/$name 2>&1 >$null & $il2cpp $arg '--platform=Android', '--architecture=ARMv7', ` "--assembly=$asm/$_,$mscorlib", ` "--outputpath=$bin/$name/$name.so", ` "--additional-include-directories=$AndroidPlayer/Tools/bdwgc/include" ` "--additional-include-directories=$AndroidPlayer/Tools/libil2cpp/include" ` "--tool-chain-path=$AndroidNDK" mv -Force $bin/$name/Data/metadata/global-metadata.dat $bin/$name rm -Force -Recurse $bin/$name/Data } # Generate test stubs & "$PSScriptRoot/generate-tests.ps1"