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Removed the compiling for mono section.
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Compiling with Mono
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===================
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Requirements
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------------
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- Mono 6.12.0 or greater
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- MSBuild
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- NuGet
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- **On Linux/macOS only:** pkg-config
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You may need to import necessary certificates for NuGet to perform HTTPS
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requests.
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The recommended method is to use **curl**'s CA (Certificate Authorities) certificate bundle.
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Run the following commands to download and import it. On Windows, you can run it
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from the Mono command line prompt (or the regular prompt if you added Mono's
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`bin` directory to your `PATH` environment variable)::
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# If using PowerShell, replace `curl` with `curl.exe` below.
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curl -LO https://curl.haxx.se/ca/cacert.pem
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cert-sync --user cacert.pem
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Alternatively, you can use the following command, though it's deprecated and may not work correctly::
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mozroots --import --sync
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Environment variables
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---------------------
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By default, SCons will try to find Mono in the Windows Registry on Windows or
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via `pkg-config` on other platforms. You can specify a different installation
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directory by passing the `mono_prefix` command-line option to SCons; e.g.
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`scons [...] mono_prefix=%ProgramFiles%/Mono`.
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This is the directory that contains the subdirectories `include` and `lib`.
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Enable the Mono module
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----------------------
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By default, the Mono module is disabled when building. To enable it, add the
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option `module_mono_enabled=yes` to the SCons command line.
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Generate the glue
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-----------------
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Glue sources are the wrapper functions that will be called by managed methods.
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These source files must be generated before building your final binaries. In
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order to generate them, first, you must build a temporary Godot binary with the
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options `tools=yes` and `mono_glue=no`::
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scons p=<platform> tools=yes module_mono_enabled=yes mono_glue=no
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After the build finishes, you need to run the compiled executable with the
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parameter `--generate-mono-glue` followed by the path to an output directory.
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This path must be `modules/mono/glue` in the Godot directory::
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<godot_binary> --generate-mono-glue modules/mono/glue
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This command will tell Godot to generate the file `modules/mono/glue/mono_glue.gen.cpp`,
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the C# solution for the Godot API at `modules/mono/glue/GodotSharp/GodotSharp/Generated`,
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and the C# solution for the editor tools at `modules/mono/glue/GodotSharp/GodotSharpEditor/Generated`.
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Once these files are generated, you can build Godot for all the desired targets
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without having to repeat this process.
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`<godot_binary )` refers to the tools binary you compiled above with the Mono
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module enabled. Its exact name will differ based on your system and
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configuration, but should be of the form
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`bin/godot.<platform>.tools.<bits>.mono`, e.g. `bin/godot.x11.tools.64.mono`
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or `bin/godot.windows.tools.64.mono.exe`. Be especially aware of the **.mono**
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suffix! If you've previously compiled Godot without Mono support, you might have
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similarly named binaries without this suffix. These binaries can't be used to
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generate the Mono glue.
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Notes
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^^^^^
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- **Do not build your final binaries with** `mono_glue=no`.
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This disables C# scripting. This option must be used only for the temporary
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binary that will generate the glue. Godot will print a warning at startup if
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it was built without the glue sources.
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- The glue sources must be regenerated every time the ClassDB-registered API
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changes. That is, for example, when a new method is registered to the
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scripting API or one of the parameters of such a method changes.
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Godot will print an error at startup if there is an API mismatch
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between ClassDB and the glue sources.
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Rebuild with Mono glue
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----------------------
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Once you have generated the Mono glue, you can build the final binary with
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`mono_glue=yes`. This is the default value for `mono_glue`, so you can also
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omit it. To build a Mono-enabled editor::
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scons p=<platform> tools=yes module_mono_enabled=yes mono_glue=yes
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And Mono-enabled export templates::
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scons p=<platform> tools=no module_mono_enabled=yes mono_glue=yes
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If everything went well, apart from the normal output, SCons should have created
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the following files in the `bin` directory:
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- If you're not linking the Mono runtime statically, the build script will place
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the Mono runtime shared library (`monosgen-2.0`) next to the Godot
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binary in the output directory. Make sure to include this library when
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distributing Godot. When targeting Android, no extra steps are required as
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this library is automatically copied to `#platform/android/java/libs` and
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Gradle takes care of the rest.
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- Unlike "classical" Godot builds, when building with the Mono module enabled
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(and depending on the target platform), a data directory may be created both
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for the editor and for export templates. This directory is important for
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proper functioning and must be distributed together with Godot.
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More details about this directory in
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`Data directory<compiling_with_mono_data_directory )`.
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Examples
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--------
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Example (Windows)
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^^^^^^^^^^^^^^^^^
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::
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# Build temporary binary
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scons p=windows tools=yes module_mono_enabled=yes mono_glue=no
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# Generate glue sources
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bin\godot.windows.tools.64.mono --generate-mono-glue modules/mono/glue
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### Build binaries normally
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# Editor
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scons p=windows target=release_debug tools=yes module_mono_enabled=yes
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# Export templates
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scons p=windows target=release_debug tools=no module_mono_enabled=yes
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scons p=windows target=release tools=no module_mono_enabled=yes
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Example (X11)
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^^^^^^^^^^^^^
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::
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# Build temporary binary
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scons p=x11 tools=yes module_mono_enabled=yes mono_glue=no
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# Generate glue sources
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bin/godot.x11.tools.64.mono --generate-mono-glue modules/mono/glue
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### Build binaries normally
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# Editor
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scons p=x11 target=release_debug tools=yes module_mono_enabled=yes
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# Export templates
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scons p=x11 target=release_debug tools=no module_mono_enabled=yes
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scons p=x11 target=release tools=no module_mono_enabled=yes
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.. _compiling_with_mono_data_directory:
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Data directory
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--------------
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The data directory is a dependency for Godot binaries built with the Mono module
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enabled. It contains important files for the correct functioning of Godot. It
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must be distributed together with the Godot executable.
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Note:
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The information below doesn't apply for Android, iOS and WASM,
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as there is no data directory for these platforms.
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Export templates
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^^^^^^^^^^^^^^^^
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The name of the data directory for an export template differs based on the
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configuration it was built with. The format is
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`data.mono.<platform>.<bits>.<target )`, e.g. `data.mono.x11.32.release_debug` or
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`data.mono.windows.64.release`.
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This directory must be placed with its original name next to the Godot export
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templates. When exporting a project, Godot will also copy this directory with
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the game executable but the name will be changed to `data_<APPNAME )`, where
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`<APPNAME )` is the application name as specified in the project setting
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`application/config/name`.
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In the case of macOS, where the export template is compressed as a ZIP archive,
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the contents of the data directory can be placed in the following locations
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inside the ZIP archive:
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+-------------------------------------------------------+---------------------------------------------------------------+
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| `bin/data.mono.<platform>.<bits>.<target>/Mono/lib` | `/osx_template.app/Contents/Frameworks/GodotSharp/Mono/lib` |
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+-------------------------------------------------------+---------------------------------------------------------------+
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| `bin/data.mono.<platform>.<bits>.<target>/Mono/etc` | `/osx_template.app/Contents/Resources/GodotSharp/Mono/etc` |
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+-------------------------------------------------------+---------------------------------------------------------------+
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Editor
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^^^^^^
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The name of the data directory for the Godot editor will always be
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`GodotSharp`. The contents of this directory are the following:
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- `Api`
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- `Mono` (optional)
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- `Tools`
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The `Api` subdirectory contains the Godot API assemblies. On macOS, if the
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Godot editor is distributed as a bundle, the contents of the data directory may
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be placed in the following locations:
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+-------------------------------------------------------+---------------------------------------------------------------+
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| `bin/data.mono.<platform>.<bits>.<target>/Api` | `<bundle_name>.app/Contents/Frameworks/GodotSharp/Api` |
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+-------------------------------------------------------+---------------------------------------------------------------+
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| `bin/data.mono.<platform>.<bits>.<target>/Mono/lib` | `<bundle_name>.app/Contents/Frameworks/GodotSharp/Mono/lib` |
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+-------------------------------------------------------+---------------------------------------------------------------+
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| `bin/data.mono.<platform>.<bits>.<target>/Mono/etc` | `<bundle_name>.app/Contents/Resources/GodotSharp/Mono/etc` |
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+-------------------------------------------------------+---------------------------------------------------------------+
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| `bin/data.mono.<platform>.<bits>.<target>/Tools` | `<bundle_name>.app/Contents/Frameworks/GodotSharp/Tools` |
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+-------------------------------------------------------+---------------------------------------------------------------+
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The `Mono` subdirectory is optional. It will be needed when distributing the
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editor, as issues can arise when the user-installed Mono version isn't identical
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to the one the Godot editor was built with. Pass `copy_mono_root=yes` to SCons
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when building the editor in order to create this folder and its contents.
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The `Tools` subdirectory contains tools required by the editor, like the
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`GodotTools` assemblies and its dependencies.
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Building the Mono runtime
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-------------------------
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When building Godot for the desktop, you will likely use the pre-built Mono runtime
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that is installed on your system. This likely won't be the case when targeting other
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platforms like Android, iOS and WebAssembly. You will have to build the Mono runtime
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yourself for those platforms.
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We recommend using these `build scripts ( https://github.com/godotengine/godot-mono-builds )`.
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They simplify this process but also include some patches needed
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for proper functioning with Godot. See the README on the link above
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for instructions on how to use the scripts.
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Targeting Android
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-----------------
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Compiling the Android export templates with Mono is a bit simpler than it is for
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the desktop platforms, as there are no additional steps required after building.
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There is no need to worry about run-time dependencies like a data directory or
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the shared library (when dynamically linking) as those are automatically added
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to the Gradle project.
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Once you've built Mono, you can proceed to build Godot with the instructions
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described in this page and the
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`Compiling for Android( doc_compiling_for_android )` page.
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Make sure to let SCons know about the location of the Mono runtime you've just built, e.g.:
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`scons [...] mono_prefix="$HOME/mono-installs/android-armeabi-v7a-release"`
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(This path may be different on your system).
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Targeting iOS
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-------------
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Once you've built Mono, you can proceed to build Godot with the instructions
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described in this page and the
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`Compiling for iOS( doc_compiling_for_ios )` page.
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Make sure to let SCons know about the location of the Mono runtime you've just built, e.g.:
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`scons [...] mono_prefix="$HOME/mono-installs/ios-arm64-release"`
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(This path may be different on your system).
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After building Godot for each architecture, you will notice SCons has
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copied the Mono libraries for each of them to the output directory:
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::
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#bin/libmono-native.iphone.<arch>.a
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#bin/libmonosgen-2.0.iphone.<arch>.a
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#bin/libmonoprofiler-log.iphone.<arch>.a
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#bin/libmono-ilgen.iphone.<arch>.a
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#bin/libmono-ee-interp.iphone.<arch>.a
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#bin/libmono-icall-table.iphone.<arch>.a
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The last three are only for iOS devices and are not available for the iOS simulator.
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These libraries must be put in universal (multi-architecture) "fat"
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files to be distributed with the export templates.
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The following bash script will create the "fat" libraries in the directory `#bin/ios/iphone-mono-libs`:
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::
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mkdir -p bin/ios
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mkdir -p bin/ios/iphone-mono-libs
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lipo -create bin/libmonosgen-2.0.iphone.arm64.a bin/libmonosgen-2.0.iphone.x86_64.a -output bin/ios/iphone-mono-libs/libmonosgen-2.0.iphone.fat.a
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lipo -create bin/libmono-native.iphone.arm64.a bin/libmono-native.iphone.x86_64.a -output bin/ios/iphone-mono-libs/libmono-native.iphone.fat.a
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lipo -create bin/libmono-profiler-log.iphone.arm64.a bin/libmono-profiler-log.iphone.x86_64.a -output bin/ios/iphone-mono-libs/libmono-profiler-log.iphone.fat.a
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# The Mono libraries for the interpreter are not available for simulator builds
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lipo -create bin/libmono-ee-interp.iphone.arm64.a -output bin/ios/iphone-mono-libs/libmono-ee-interp.iphone.fat.a
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lipo -create bin/libmono-icall-table.iphone.arm64.a -output bin/ios/iphone-mono-libs/libmono-icall-table.iphone.fat.a
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lipo -create bin/libmono-ilgen.iphone.arm64.a -output bin/ios/iphone-mono-libs/libmono-ilgen.iphone.fat.a
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The `iphone-mono-libs` folder must be distributed with the export templates.
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The Godot editor will look for the libraries in `<templates>/iphone-mono-libs/lib<name>.iphone.fat.a`.
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Targeting WebAssembly
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---------------------
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Building for WebAssembly currently involves the same process regardless of whether the Mono module is enabled.
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Once you've built Mono, you can proceed to build Godot with the instructions
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described in this page and the
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`Compiling for the Web( doc_compiling_for_web )` page.
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Make sure to let SCons know about the location of the Mono runtime you've just built, e.g.:
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`scons [...] mono_prefix="$HOME/mono-installs/wasm-runtime-release"`
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(This path may be different on your system).
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Base Class Library
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------------------
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The export templates must also include the BCL (Base Class Library) for each target platform.
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Godot looks for the BCL folder at `<templates>/bcl/<target_platform )`,
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where `<target_platform )` is the same name passed to the SCons `platform` option,
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e.g.: `<templates>/bcl/windows`, `<templates>/bcl/javascript`.
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Alternatively, Godot will look for them in the following locations:
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+-------------------+---------------------------------+
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| Android | `<templates>/bcl/monodroid` |
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+-------------------+---------------------------------+
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| iOS | `<templates>/bcl/monotouch` |
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+-------------------+---------------------------------+
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| WebAssembly | `<templates>/bcl/wasm` |
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+-------------------+---------------------------------+
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| Linux and macOS | `<templates>/bcl/net_4_x` |
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+-------------------+---------------------------------+
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| Windows | `<templates>/bcl/net_4_x_win` |
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+-------------------+---------------------------------+
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As of now, we're assuming the same BCL profile can be used for both Linux and macOS,
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but this may change in the future as they're not guaranteed to be the same
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(as is the case with the Windows BCL).
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If the target platform is the same as the platform of the Godot editor,
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then the editor will use the BCL it's running on (`<data_folder>/Mono/lib/mono/4.5`)
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if it cannot find the BCL in the export templates.
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AOT cross-compilers
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-------------------
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To perform ahead-of-time (AOT) compilation for other platforms, Godot needs to have
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access to the Mono cross-compilers for that platform and architecture.
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Godot will look for the cross-compiler executable in the AOT compilers folder.
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The location of this folder is `<data_folder>/Tools/aot-compilers/`.
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In order to build the cross-compilers we recommend using these
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`build scripts ( https://github.com/godotengine/godot-mono-builds )`.
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After building them, copy the executable to the Godot AOT compilers directory. The
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executable name is `<triple>-mono-sgen`, e.g.: `aarch64-apple-darwin-mono-sgen`.
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Command-line options
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--------------------
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The following is the list of command-line options available when building with
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the Mono module:
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- **module_mono_enabled**\ =yes | **no**
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- Build Godot with the Mono module enabled.
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- **mono_glue**\ =\ **yes** | no
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- Whether to include the glue source files in the build
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and define `MONO_GLUE_DISABLED` as a preprocessor macro.
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- **mono_prefix**\ =path
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- Path to the Mono installation directory for the target platform and architecture.
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- **mono_static**\ =yes | no
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- Whether to link the Mono runtime statically.
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- The default is **yes** for iOS and WASM, and **no** for other platforms.
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- **copy_mono_root**\ =yes | **no**
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- Whether to copy the Mono framework assemblies
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and configuration files required by the Godot editor.
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