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glitchy-engine-beef/GlitchyEditor/src/Multithreading/BuildScriptsBackgroundTask.bf
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using GlitchyEngine;
using System.Collections;
using GlitchyEditor.CodeEditors;
using System.IO;
using System;
using System.Diagnostics;
using ImGui;
using GlitchyEditor.Multithreading;
using GlitchyEngine.Scripting;
using GlitchyEditor.Settings;
using System.Threading;
namespace GlitchyEditor.Multithreading;
class BuildScriptsBackgroundTask : BackgroundTask
{
private bool _isAborting = false;
private Project _project;
private bool _releaseBuild;
private StringView _dotnetPath;
private bool _doCleanRebuild;
private String _buildLog = new .() ~ delete _;
private SpawnedProcess _process ~ delete _;
public this(StringView dotnetPath, Project project, bool releaseBuild, bool doCleanRebuild)
{
_dotnetPath = dotnetPath;
_project = project;
_releaseBuild = releaseBuild;
_doCleanRebuild = doCleanRebuild;
}
public override RunResult Run()
{
return BuildScripts();
}
public override void OnRenderPopup()
{
if (ImGui.Begin(!_isAborting ? "Compiling scripts..." : "Aborting compilation...", null, .NoDocking | .NoCollapse | .Modal | .NoResize | .AlwaysAutoResize))
{
if (ImGui.BeginChild("##BuildLog", .(550, ImGui.GetTextLineHeightWithSpacing() * 6), .None, .HorizontalScrollbar))
{
ImGui.TextUnformatted(_buildLog);
}
if (ImGui.GetScrollY() >= ImGui.GetScrollMaxY())
ImGui.SetScrollHereY(1.0f);
ImGui.EndChild();
if (ImGui.Button("Cancel"))
{
_isAborting = true;
_process.Kill();
}
ImGui.End();
}
}
private RunResult BuildScripts()
{
RunResult result;
Log.EngineLogger.Info($"Building Scripts ({(_releaseBuild ? "Release" : "Debug")})...");
String exeFile = scope .();
Environment.GetExecutableFilePath(exeFile);
String exeDirectory = scope .();
Path.GetDirectoryPath(exeFile, exeDirectory);
ProcessStartInfo processInfo = scope .();
processInfo.UseShellExecute = false;
processInfo.RedirectStandardOutput = true;
processInfo.CreateNoWindow = true;
processInfo.SetWorkingDirectory(_project.WorkspacePath);
processInfo.SetFileName(EditorApp.Instance.Settings.ScriptSettings.DotNetExecutablePath);
StringView target;
if (_doCleanRebuild)
{
target = "build -t:Rebuild";
}
else
{
target = "build";
}
// -sc|--self-contained... Publish the .NET runtime with your application so the runtime doesn't need to be installed on the target machine.
// -> This might be useful to build the final game
// -o|--ouput <OUTPUT_DIRECTORY>... might be useful for building the final game
processInfo.SetArguments(scope $"{target} -c {(_releaseBuild ? "Release" : "Debug")}");
_process = new SpawnedProcess();
if (_process.Start(processInfo) case .Ok)
{
FileStream outputStream = scope FileStream();
_process.AttachStandardOutput(outputStream);
StreamReader outputReader = scope .(outputStream);
while (!_process.HasExited)
{
outputReader.ReadToEnd(_buildLog).IgnoreError();
}
_process.WaitFor(-1);
if (_isAborting)
{
Log.EngineLogger.Warning($"Build was aborted:\n{_buildLog}");
result = .Abort;
}
else if (_process.ExitCode == 0)
{
Log.EngineLogger.Info($"Scripts compiled successfully:\n{_buildLog}");
result = .Finish;
}
else
{
Log.EngineLogger.Error($"Script compilation failed:\n{_buildLog}");
result = .Fail;
}
DeleteAndNullify!(_process);
}
else
{
Log.EngineLogger.Error("Failed to execute `dotnet build`");
result = .Fail;
}
return result;
}
}