Make Godot native staging target-aware
This commit is contained in:
@@ -21,6 +21,11 @@ The VM and content pipeline are already mostly platform-neutral:
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- The Himegari Godot assembly embeds generated `build/opcodes.json` as profile runtime metadata. Exported
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builds never search for an `age-reimpl` repository ancestor; their automatic page-map diagnostics live
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under `user://diagnostics/page-maps`, while editor/development runs retain the workspace `build/` handoff.
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- `GodotTargetPlatform`, not the build host OS, selects the optional Windows GDI adapter. `AgeNativeRid`
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follows an explicit export `RuntimeIdentifier` and otherwise supplies the current x64 development default;
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mutually exclusive `win-x64` DLL and `linux-x64` shared-object groups stage to build and publish output.
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The managed FFmpeg resolver derives reserved Windows, Linux, and macOS x64/arm64 RIDs from the actual
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process and rejects unreserved architectures instead of silently looking in the wrong directory.
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The sole movie path now uses the project-owned FFmpeg C ABI rather than a Windows multimedia API, but only a
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Windows-x64 native bundle is built and staged today. The accepted DirectShow fallback was deleted after the
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31
engine/Age.Engine.Tests/FfmpegMovieNativeTests.cs
Normal file
31
engine/Age.Engine.Tests/FfmpegMovieNativeTests.cs
Normal file
@@ -0,0 +1,31 @@
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using System.Runtime.InteropServices;
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public class FfmpegMovieNativeTests
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{
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[Theory]
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[InlineData(true, false, Architecture.X64, "win-x64")]
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[InlineData(true, false, Architecture.Arm64, "win-arm64")]
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[InlineData(false, true, Architecture.X64, "osx-x64")]
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[InlineData(false, true, Architecture.Arm64, "osx-arm64")]
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[InlineData(false, false, Architecture.X64, "linux-x64")]
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[InlineData(false, false, Architecture.Arm64, "linux-arm64")]
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public void ResolverUsesOperatingSystemAndProcessArchitecture(
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bool isWindows,
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bool isMacOS,
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Architecture architecture,
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string expected)
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{
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Assert.Equal(
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expected,
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FfmpegMovieNative.RuntimeIdentifierFor(isWindows, isMacOS, architecture));
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}
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[Fact]
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public void ResolverRejectsUnreservedArchitectures()
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{
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var error = Assert.Throws<PlatformNotSupportedException>(() =>
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FfmpegMovieNative.RuntimeIdentifierFor(false, false, Architecture.Wasm));
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Assert.Contains("Linux/Wasm", error.Message);
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}
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}
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@@ -209,9 +209,10 @@ internal static class FfmpegMovieNative
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? "age_movie_ffmpeg.dll"
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: OperatingSystem.IsMacOS() ? "libage_movie_ffmpeg.dylib" : "libage_movie_ffmpeg.so";
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string? configured = Environment.GetEnvironmentVariable("AGE_FFMPEG_NATIVE_DIR");
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string rid = OperatingSystem.IsWindows() ? "win-x64"
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: OperatingSystem.IsMacOS() ? (RuntimeInformation.ProcessArchitecture == Architecture.Arm64 ? "osx-arm64" : "osx-x64")
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: "linux-x64";
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string rid = RuntimeIdentifierFor(
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OperatingSystem.IsWindows(),
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OperatingSystem.IsMacOS(),
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RuntimeInformation.ProcessArchitecture);
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string[] candidates =
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{
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configured == null ? "" : Path.Combine(configured, fileName),
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@@ -225,6 +226,23 @@ internal static class FfmpegMovieNative
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$"{fileName} was not found; set AGE_FFMPEG_NATIVE_DIR or package runtimes/{rid}/native");
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}
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internal static string RuntimeIdentifierFor(
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bool isWindows,
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bool isMacOS,
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Architecture architecture)
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=> (isWindows, isMacOS, architecture) switch
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{
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(true, _, Architecture.X64) => "win-x64",
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(true, _, Architecture.Arm64) => "win-arm64",
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(false, true, Architecture.X64) => "osx-x64",
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(false, true, Architecture.Arm64) => "osx-arm64",
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(false, false, Architecture.X64) => "linux-x64",
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(false, false, Architecture.Arm64) => "linux-arm64",
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_ => throw new PlatformNotSupportedException(
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$"The FFmpeg movie backend has no reserved RID for " +
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$"{(isWindows ? "Windows" : isMacOS ? "macOS" : "Linux")}/{architecture}."),
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};
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internal static string DecodeUtf8(byte[] buffer)
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{
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int length = Array.IndexOf(buffer, (byte)0);
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@@ -3,8 +3,12 @@
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<TargetFramework>net8.0</TargetFramework>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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<Nullable>enable</Nullable>
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<AgeNativeRid Condition="'$(RuntimeIdentifier)' != ''">$(RuntimeIdentifier)</AgeNativeRid>
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<AgeNativeRid Condition="'$(AgeNativeRid)' == '' and '$(GodotTargetPlatform)' == 'windows'">win-x64</AgeNativeRid>
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<AgeNativeRid Condition="'$(AgeNativeRid)' == '' and '$(GodotTargetPlatform)' == 'linuxbsd'">linux-x64</AgeNativeRid>
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<AgeNativeDirectory>..\build\native\$(AgeNativeRid)</AgeNativeDirectory>
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</PropertyGroup>
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<PropertyGroup Condition="$([MSBuild]::IsOSPlatform('Windows'))">
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<PropertyGroup Condition="'$(GodotTargetPlatform)' == 'windows'">
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<DefineConstants>$(DefineConstants);AGE_WINDOWS_GDI</DefineConstants>
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</PropertyGroup>
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<ItemGroup>
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@@ -12,16 +16,28 @@
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<EmbeddedResource Include="..\build\opcodes.json"
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LogicalName="Himegari.Runtime.opcodes.json" />
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</ItemGroup>
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<ItemGroup Condition="$([MSBuild]::IsOSPlatform('Windows'))">
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<ItemGroup Condition="'$(GodotTargetPlatform)' == 'windows'">
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<ProjectReference Include="..\engine\Age.Engine.Text.Windows\Age.Engine.Text.Windows.csproj" />
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</ItemGroup>
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<ItemGroup Condition="Exists('..\build\native\win-x64\age_movie_ffmpeg.dll')">
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<None Include="..\build\native\win-x64\*.dll"
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<ItemGroup Condition="'$(AgeNativeRid)' == 'win-x64' and Exists('$(AgeNativeDirectory)\age_movie_ffmpeg.dll')">
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<None Include="$(AgeNativeDirectory)\*.dll"
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Link="%(Filename)%(Extension)"
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CopyToOutputDirectory="PreserveNewest" />
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<None Include="..\build\native\win-x64\FFmpeg-LICENSE.txt"
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CopyToOutputDirectory="PreserveNewest"
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CopyToPublishDirectory="PreserveNewest" />
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<None Include="$(AgeNativeDirectory)\FFmpeg-LICENSE.txt"
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Link="FFmpeg-LICENSE.txt"
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CopyToOutputDirectory="PreserveNewest" />
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CopyToOutputDirectory="PreserveNewest"
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CopyToPublishDirectory="PreserveNewest" />
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</ItemGroup>
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<ItemGroup Condition="'$(AgeNativeRid)' == 'linux-x64' and Exists('$(AgeNativeDirectory)\libage_movie_ffmpeg.so')">
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<None Include="$(AgeNativeDirectory)\*.so*"
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Link="%(Filename)%(Extension)"
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CopyToOutputDirectory="PreserveNewest"
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CopyToPublishDirectory="PreserveNewest" />
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<None Include="$(AgeNativeDirectory)\FFmpeg-LICENSE.txt"
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Link="FFmpeg-LICENSE.txt"
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CopyToOutputDirectory="PreserveNewest"
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CopyToPublishDirectory="PreserveNewest" />
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</ItemGroup>
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<Target Name="RequireGeneratedRuntimeMetadata" BeforeTargets="PrepareForBuild"
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Condition="!Exists('..\build\opcodes.json')">
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