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{
godot3,
mono,
scons,
python311Packages,
}:
(godot3.override {
scons = scons.override {
python3Packages = python311Packages;
};
}).overrideAttrs
(
self: base: {
pname = "godot3-mono-glue";
godotBuildDescription = "mono glue";
godotBuildPlatform = "server";
sconsFlags = base.sconsFlags ++ [
"module_mono_enabled=true"
"mono_glue=false" # Indicates not to expect already existing glue.
"mono_prefix=${mono}"
];
nativeBuildInputs = base.nativeBuildInputs ++ [ mono ];
patches =
base.patches
++ map (rp: ./patches + rp) [
# When building godot mono, a "glue version" gets baked into it, and into the mono glue code
# generated by it. Godot mono export templates are also get a glue version baked in. If you
# export a godot mono project using an export template for which the glue version doesn't
# match that of the godot mono tool itself, then the resulting game will fail with an error
# saying "The assembly 'GodotSharp' is out of sync." Thus, if we want our build of godot mono
# to be compatible with the official export templates, we need to ensure it is built with the
# same glue version as the official build.
#
# A python script in the godot source, i.e. modules/mono/build_scripts/gen_cs_glue_version.py,
# is used by the build process to generate the glue version number. The official version of it
# does so based on the latest modified time of all the C# files in the GodotSharp solution. This
# is problematic because it is difficult to reproduce the exact timestamps that the files had
# when the official build was created. This is further complicated by the fact that nix clears
# the timestamps on the source files when they're unpacked. Thus, we can't simply regenerate the
# official glue version by building from the official source.
#
# To address this, we are patching the python script with a hard-coded glue version number. This
# patch file needs to be updated for every new version of godot, so to enforce this, the godot
# version is baked in to the file name, causing the build to fail until the patch is updated.
#
# The correct glue version number for a given godot version is obtained by running the official
# build of that version of godot with the --generate-mono-glue flag. This generates the mono
# glue files. One of those files, mono_glue.gen.cpp, has a function called get_cs_glue_version()
# which contains a hard-coded number. This is the glue version to put in the patch file.
#
# For convenience, the accompanying update-glue-version.sh script automates this work. Run it by
# passing the godot version as an argument, e.g. "3.5.2".
"/gen_cs_glue_version.py/hardcodeGlueVersion_${self.version}.patch"
];
outputs = [ "out" ];
installPhase = ''
runHook preInstall
glue="$out"/modules/mono/glue
mkdir -p "$glue"
bin/godot_server.x11.opt.tools.*.mono --generate-mono-glue "$glue"
runHook postInstall
'';
meta = base.meta // {
homepage = "https://docs.godotengine.org/en/stable/development/compiling/compiling_with_mono.html#generate-the-glue";
};
}
)