Add SkipUnusedDotnetLibsPackaging to build settings for optional whole C# stdlib packaging
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@@ -14,13 +14,14 @@ void PrecompileAssembliesStep::OnBuildStarted(CookingData& data)
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const DotNetAOTModes aotMode = data.Tools->UseAOT();
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if (aotMode == DotNetAOTModes::None)
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return;
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const auto& buildSettings = *BuildSettings::Get();
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// Redirect C# assemblies to intermediate cooking directory (processed by ILC)
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data.ManagedCodeOutputPath = data.CacheDirectory / TEXT("AOTAssemblies");
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// Reset any AOT cache from previous run if the AOT mode has changed (eg. Mono AOT -> ILC on Desktop)
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const String aotModeCacheFilePath = data.ManagedCodeOutputPath / TEXT("AOTMode.txt");
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String aotModeCacheValue = String::Format(TEXT("{};{}"), (int32)aotMode, (int32)data.Configuration);
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String aotModeCacheValue = String::Format(TEXT("{};{};{}"), (int32)aotMode, (int32)data.Configuration, (int32)buildSettings.SkipUnusedDotnetLibsPackaging);
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for (const String& define : data.CustomDefines)
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aotModeCacheValue += define;
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if (FileSystem::DirectoryExists(data.ManagedCodeOutputPath))
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@@ -60,9 +61,11 @@ bool PrecompileAssembliesStep::Perform(CookingData& data)
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const Char *platform, *architecture, *configuration = ::ToString(data.Configuration);
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data.GetBuildPlatformName(platform, architecture);
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const String logFile = data.CacheDirectory / TEXT("AotLog.txt");
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auto args = String::Format(
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String args = String::Format(
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TEXT("-log -logfile=\"{}\" -runDotNetAOT -mutex -platform={} -arch={} -configuration={} -aotMode={} -binaries=\"{}\" -intermediate=\"{}\""),
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logFile, platform, architecture, configuration, ToString(aotMode), data.DataOutputPath, data.ManagedCodeOutputPath);
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if (!buildSettings.SkipUnusedDotnetLibsPackaging)
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args += TEXT(" -skipUnusedDotnetLibs=false"); // Run AOT on whole class library (not just used libs)
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for (const String& define : data.CustomDefines)
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{
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args += TEXT(" -D");
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@@ -77,11 +77,17 @@ public:
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bool ShadersGenerateDebugData = false;
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/// <summary>
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/// If checked, .NET 7 Runtime won't be packaged with a game and will be required by user to be installed on system upon running game build. Available only on supported platforms such as Windows, Linux and macOS.
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/// If checked, .NET Runtime won't be packaged with a game and will be required by user to be installed on system upon running game build. Available only on supported platforms such as Windows, Linux and macOS.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(3000), EditorDisplay(\"Scripting\", \"Skip .NET Runtime Packaging\")")
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bool SkipDotnetPackaging = false;
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/// <summary>
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/// If checked, .NET Runtime packaging will skip unused libraries from packaging resulting in smaller game builds.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(3010), EditorDisplay(\"Scripting\", \"Skip Unused .NET Runtime Libs Packaging\")")
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bool SkipUnusedDotnetLibsPackaging = true;
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public:
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/// <summary>
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/// Gets the instance of the settings asset (default value if missing). Object returned by this method is always loaded with valid data to use.
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@@ -101,5 +107,6 @@ public:
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DESERIALIZE(ShadersNoOptimize);
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DESERIALIZE(ShadersGenerateDebugData);
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DESERIALIZE(SkipDotnetPackaging);
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DESERIALIZE(SkipUnusedDotnetLibsPackaging);
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}
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};
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@@ -43,6 +43,12 @@ namespace Flax.Build
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[CommandLine("aotMode", "")]
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public static DotNetAOTModes AOTMode;
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/// <summary>
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/// See SkipUnusedDotnetLibsPackaging in BuildSettings.
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/// </summary>
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[CommandLine("skipUnusedDotnetLibs", "")]
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public static bool SkipUnusedDotnetLibsPackaging = true;
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/// <summary>
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/// Executes AOT process as a part of the game cooking (called by PrecompileAssembliesStep in Editor).
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/// </summary>
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@@ -85,7 +91,7 @@ namespace Flax.Build
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// Find input files
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var inputFiles = Directory.GetFiles(aotAssembliesPath, "*.dll", SearchOption.TopDirectoryOnly).ToList();
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inputFiles.RemoveAll(x => x.EndsWith(".dll.dll") || Path.GetFileName(x) == "BuilderRulesCache.dll");
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inputFiles.RemoveAll(FilterAssembly);
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for (int i = 0; i < inputFiles.Count; i++)
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inputFiles[i] = Utilities.NormalizePath(inputFiles[i]);
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inputFiles.Sort();
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@@ -239,27 +245,43 @@ namespace Flax.Build
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// Build list of assemblies to process (use game assemblies as root to walk over used references from stdlib)
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var assembliesPaths = new List<string>();
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using (var assemblyResolver = new MonoCecil.BasicAssemblyResolver())
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if (Configuration.SkipUnusedDotnetLibsPackaging)
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{
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assemblyResolver.SearchDirectories.Add(aotAssembliesPath);
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assemblyResolver.SearchDirectories.Add(dotnetLibPath);
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var warnings = new HashSet<string>();
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foreach (var inputFile in inputFiles)
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// Use game assemblies as root to walk over used references from stdlib
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using (var assemblyResolver = new MonoCecil.BasicAssemblyResolver())
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{
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try
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assemblyResolver.SearchDirectories.Add(aotAssembliesPath);
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assemblyResolver.SearchDirectories.Add(dotnetLibPath);
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var warnings = new HashSet<string>();
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foreach (var inputFile in inputFiles)
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{
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BuildAssembliesList(inputFile, assembliesPaths, assemblyResolver, string.Empty, warnings);
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}
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catch (Exception)
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{
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Log.Error($"Failed to load assembly '{inputFile}'");
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throw;
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try
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{
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BuildAssembliesList(inputFile, assembliesPaths, assemblyResolver, string.Empty, warnings);
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}
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catch (Exception)
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{
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Log.Error($"Failed to load assembly '{inputFile}'");
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throw;
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}
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}
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}
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}
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else
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{
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// Use all libs
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var stdLibFiles = Directory.GetFiles(dotnetLibPath, "*.dll", SearchOption.TopDirectoryOnly).ToList();
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stdLibFiles.RemoveAll(FilterAssembly);
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for (int i = 0; i < stdLibFiles.Count; i++)
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stdLibFiles[i] = Utilities.NormalizePath(stdLibFiles[i]);
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stdLibFiles.Sort();
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assembliesPaths.AddRange(stdLibFiles);
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assembliesPaths.AddRange(inputFiles);
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}
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// Run compilation
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bool failed = false;
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var compileAssembly = (string assemblyPath) =>
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{
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// Determinate whether use debug information for that assembly
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@@ -297,7 +319,13 @@ namespace Flax.Build
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// Run cross-compiler compiler
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Log.Info(" * " + assemblyPath);
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Utilities.Run(aotCompilerPath, $"{aotCompilerArgs} \"{assemblyPath}\"", null, platformToolsRoot, Utilities.RunOptions.AppMustExist | Utilities.RunOptions.ThrowExceptionOnError | Utilities.RunOptions.ConsoleLogOutput, envVars);
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int result = Utilities.Run(aotCompilerPath, $"{aotCompilerArgs} \"{assemblyPath}\"", null, platformToolsRoot, Utilities.RunOptions.AppMustExist | Utilities.RunOptions.ConsoleLogOutput, envVars);
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if (result != 0)
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{
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Log.Error("Failed to run AOT on assembly " + assemblyPath);
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failed = true;
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return;
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}
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}
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// Skip if deployed file is already valid
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@@ -323,6 +351,8 @@ namespace Flax.Build
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foreach (var assemblyPath in assembliesPaths)
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compileAssembly(assemblyPath);
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}
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if (failed)
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throw new Exception($"Failed to run AOT. See log ({Configuration.LogFile}).");
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}
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else
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{
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@@ -334,6 +364,28 @@ namespace Flax.Build
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Utilities.FileCopy(Path.Combine(aotAssembliesPath, "THIRD-PARTY-NOTICES.TXT"), Path.Combine(dotnetOutputPath, "THIRD-PARTY-NOTICES.TXT"));
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}
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internal static bool FilterAssembly(string x)
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{
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// Skip AOT output products
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if (x.EndsWith(".dll.dll"))
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return true;
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// Skip Flax.Build rules assembly
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if (Path.GetFileName(x) == "BuilderRulesCache.dll")
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return true;
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// Skip non-C# DLLs
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try
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{
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using (AssemblyDefinition assembly = AssemblyDefinition.ReadAssembly(x, new ReaderParameters { ReadSymbols = false, InMemory = true, ReadingMode = ReadingMode.Deferred }))
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return false;
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}
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catch
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{
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return true;
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}
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}
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internal static void BuildAssembliesList(string assemblyPath, List<string> outputList, IAssemblyResolver assemblyResolver, string callerPath, HashSet<string> warnings)
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{
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// Skip if already processed
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