Files
Il2CppInspectorRedux/Il2CppTests/generate-binaries.ps1
2019-11-07 01:47:15 +01:00

143 lines
5.2 KiB
PowerShell

# 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.)
# 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.
$ErrorActionPreference = "SilentlyContinue"
# 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
$CSC = (gci "${env:ProgramFiles(x86)}\MSBuild\*\Bin\csc.exe" | sort FullName)[-1].FullName
# Look for Visual Studio Roslyn installs
$CSC = (gci "${env:ProgramFiles(x86)}\Microsoft Visual Studio\*\*\MSBuild\*\Bin\Roslyn\csc.exe" | sort FullName)[-1].FullName
# Path to latest installed version of Unity
# 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"
# 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 = $AndroidPlayer + '\NDK'
# Check that everything is installed
if (!$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)) {
Write-Error "Could not find Unity IL2CPP build support - aborting"
Exit
}
if (!(Test-Path -Path $AndroidPlayer -PathType container)) {
Write-Error "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)
$arg = '--convert-to-cpp', '--compile-cpp', '--libil2cpp-static', '--configuration=Release', `
'--emit-null-checks', '--enable-array-bounds-check', '--forcerebuild', `
'--map-file-parser=$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 | % {
& $csc "/t:library" "/nologo" "/unsafe" "/out:$asm/$($_.BaseName).dll" "$src/$_"
if ($LastExitCode -ne 0) {
Write-Error "Compilation error - aborting"
Exit
}
}
# 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)-x86"
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/$name.dll"
if ($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
$name = "GameAssembly-$($_.BaseName)-x64"
echo "Running il2cpp for test assembly $name (Windows/x64)..."
md $bin/$name 2>&1 >$null
& $il2cpp $arg '--platform=WindowsDesktop', '--architecture=x64', `
"--assembly=$asm/$_,$mscorlib", `
"--outputpath=$bin/$name/$name.dll"
if ($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
# 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"
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
}
# Generate test stubs
& "$PSScriptRoot/generate-tests.ps1"