Add support for C++ scripting on platforms that don't support referencing executable file when linking shared library (eg. Linux)
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@@ -2,6 +2,8 @@
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using System;
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using System.IO;
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using Flax.Build.Graph;
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using Flax.Build.NativeCpp;
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namespace Flax.Build
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{
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@@ -14,7 +16,7 @@ namespace Flax.Build
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private static Version _engineVersion;
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/// <summary>
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/// Gets the engine version (from Version.h in the engine source).
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/// Gets the engine version.
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/// </summary>
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public static Version EngineVersion
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{
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@@ -40,5 +42,120 @@ namespace Flax.Build
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Modules.Add("Main");
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Modules.Add("Engine");
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}
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/// <inheritdoc />
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public override string GetOutputFilePath(BuildOptions options, TargetOutputType? outputType)
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{
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// If building engine executable for platform doesn't support referencing it when linking game shared libraries
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if (UseSymbolsExports && (outputType ?? OutputType) == TargetOutputType.Executable && !options.Platform.HasExecutableFileReferenceSupport)
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{
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// Build into shared library
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outputType = TargetOutputType.Library;
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}
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return base.GetOutputFilePath(options, outputType);
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}
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/// <inheritdoc />
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public override void SetupTargetEnvironment(BuildOptions options)
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{
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base.SetupTargetEnvironment(options);
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// If building engine executable for platform doesn't support referencing it when linking game shared libraries
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if (UseSymbolsExports && OutputType == TargetOutputType.Executable && !options.Platform.HasExecutableFileReferenceSupport)
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{
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// Build into shared library
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options.LinkEnv.Output = LinkerOutput.SharedLibrary;
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}
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}
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/// <inheritdoc />
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public override void PreBuild(TaskGraph graph, BuildOptions buildOptions)
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{
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// If building engine executable for platform doesn't support referencing it when linking game shared libraries
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if (UseSymbolsExports && OutputType == TargetOutputType.Executable && !buildOptions.Platform.HasExecutableFileReferenceSupport)
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{
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// Don't link Main module into shared library
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Modules.Remove("Main");
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}
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base.PreBuild(graph, buildOptions);
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}
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/// <inheritdoc />
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public override void PostBuild(TaskGraph graph, BuildOptions buildOptions)
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{
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base.PostBuild(graph, buildOptions);
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// If building engine executable for platform doesn't support referencing it when linking game shared libraries
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if (UseSymbolsExports && OutputType == TargetOutputType.Executable && !buildOptions.Platform.HasExecutableFileReferenceSupport)
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{
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// Build additional executable with Main module only that uses shared library
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using (new ProfileEventScope("BuildExecutable"))
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{
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BuildMainExecutable(graph, buildOptions);
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}
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// Restore state from PreBuild
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Modules.Add("Main");
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}
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}
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private void BuildMainExecutable(TaskGraph graph, BuildOptions buildOptions)
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{
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var outputPath = Path.Combine(buildOptions.OutputFolder, buildOptions.Platform.GetLinkOutputFileName(OutputName, LinkerOutput.Executable));
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var exeBuildOptions = Builder.GetBuildOptions(this, buildOptions.Platform, buildOptions.Toolchain, buildOptions.Architecture, buildOptions.Configuration, buildOptions.WorkingDirectory);
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exeBuildOptions.LinkEnv.Output = LinkerOutput.Executable;
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var rules = Builder.GenerateRulesAssembly();
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var buildData = new Builder.BuildData
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{
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Rules = rules,
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Target = this,
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Graph = graph,
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TargetOptions = exeBuildOptions,
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Platform = buildOptions.Platform,
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Toolchain = buildOptions.Toolchain,
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Architecture = buildOptions.Architecture,
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Configuration = buildOptions.Configuration,
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};
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// Build Main module
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var mainModule = rules.GetModule("Main");
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var mainModuleOutputPath = Path.Combine(exeBuildOptions.IntermediateFolder, mainModule.Name);
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if (!IsPreBuilt && !Directory.Exists(mainModuleOutputPath))
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Directory.CreateDirectory(mainModuleOutputPath);
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var mainModuleOptions = new BuildOptions
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{
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Target = this,
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Platform = buildOptions.Platform,
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Toolchain = buildOptions.Toolchain,
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Architecture = buildOptions.Architecture,
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Configuration = buildOptions.Configuration,
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CompileEnv = (CompileEnvironment)exeBuildOptions.CompileEnv.Clone(),
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LinkEnv = (LinkEnvironment)exeBuildOptions.LinkEnv.Clone(),
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IntermediateFolder = mainModuleOutputPath,
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OutputFolder = mainModuleOutputPath,
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WorkingDirectory = exeBuildOptions.WorkingDirectory,
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HotReloadPostfix = exeBuildOptions.HotReloadPostfix,
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};
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mainModuleOptions.SourcePaths.Add(mainModule.FolderPath);
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mainModule.Setup(mainModuleOptions);
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mainModuleOptions.MergeSourcePathsIntoSourceFiles();
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mainModuleOptions.CompileEnv.PreprocessorDefinitions.Add("FLAXENGINE_API=DLLIMPORT");
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Builder.BuildModuleInner(buildData, mainModule, mainModuleOptions, false);
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// Link executable
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exeBuildOptions.LinkEnv.InputLibraries.Add(Path.Combine(buildOptions.OutputFolder, buildOptions.Platform.GetLinkOutputFileName(OutputName, LinkerOutput.SharedLibrary)));
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foreach (var e in mainModuleOptions.OutputFiles)
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exeBuildOptions.LinkEnv.InputFiles.Add(e);
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foreach (var e in mainModuleOptions.DependencyFiles)
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exeBuildOptions.DependencyFiles.Add(e);
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foreach (var e in mainModuleOptions.OptionalDependencyFiles)
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exeBuildOptions.OptionalDependencyFiles.Add(e);
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exeBuildOptions.Libraries.AddRange(mainModuleOptions.Libraries);
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exeBuildOptions.DelayLoadLibraries.AddRange(mainModuleOptions.DelayLoadLibraries);
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exeBuildOptions.ScriptingAPI.Add(mainModuleOptions.ScriptingAPI);
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buildOptions.Toolchain.LinkFiles(graph, exeBuildOptions, outputPath);
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}
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}
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}
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