using Aspire.Hosting.Lifecycle;
using Microsoft.Extensions.DependencyInjection;
using Microsoft.Extensions.Logging;
namespace AppHost;
// https://github.com/maddymontaquila/Godot-SnakeCS/blob/maddy/aspire/AppHost/GodotExtensions.cs
public static class GodotExtensions
{
///
/// Adds a Godot project to the application model.
///
/// The distributed application builder.
/// The path to the Godot project file (.godot).
/// The name of the resource.
/// Optional arguments to pass to the Godot executable.
/// A reference to the Godot project resource.
public static IResourceBuilder AddGodot(
this IDistributedApplicationBuilder builder,
string projectPath,
string? name = null,
params string[] args)
{
name ??= Path.GetFileNameWithoutExtension(projectPath);
var projectDirectory = Path.GetDirectoryName(projectPath) ?? ".";
var godotPath = GetGodotExecutablePath();
// Build the arguments list
var arguments = new List
{
"--path",
projectDirectory,
//"--verbose"
};
// Add any custom args
arguments.AddRange(args);
// Create a standard ExecutableResource (since custom ones don't seem to work well)
var godotResource = builder.AddExecutable(
name: name,
command: godotPath,
workingDirectory: projectDirectory,
args: arguments.ToArray());
//.WithEnvironment("OTEL_EXPORTER_OTLP_ENDPOINT", Environment.GetEnvironmentVariable("OTEL_EXPORTER_OTLP_ENDPOINT") ?? throw new InvalidOperationException("OTEL_EXPORTER_OTLP_ENDPOINT environment variable is not set"));
// Add a lifecycle hook to handle building before startup
builder.Services.AddSingleton(sp =>
new GodotBuildHook(
projectPath,
projectDirectory,
sp.GetRequiredService>()));
return godotResource;
}
///
/// Gets the Godot executable path based on the current platform.
///
private static string GetGodotExecutablePath()
{
// First check for GODOT environment variable
var godotPath = Environment.GetEnvironmentVariable("GODOT");
if (!string.IsNullOrWhiteSpace(godotPath))
{
return godotPath;
}
// Fallback to platform-specific defaults
if (OperatingSystem.IsMacOS())
{
return "godot";
}
else if (OperatingSystem.IsWindows())
{
return "godot.exe";
}
else if (OperatingSystem.IsLinux())
{
return "godot";
}
throw new PlatformNotSupportedException("Current platform is not supported for Godot execution.");
}
///
/// Lifecycle hook to build the Godot project before launching
///
private class GodotBuildHook : IDistributedApplicationLifecycleHook
{
private readonly string _projectPath;
private readonly string _projectDirectory;
private readonly ILogger _logger;
public GodotBuildHook(string projectPath, string projectDirectory, ILogger logger)
{
_projectPath = projectPath;
_projectDirectory = projectDirectory;
_logger = logger;
}
public async Task BeforeStartAsync(DistributedApplicationModel appModel, CancellationToken cancellationToken = default)
{
_logger.LogInformation("Building Godot project: {ProjectPath}", _projectPath);
// Execute dotnet build on the project
var buildProcess = new System.Diagnostics.Process
{
StartInfo = new System.Diagnostics.ProcessStartInfo
{
FileName = "dotnet",
Arguments = $"build \"{_projectPath}\" --configuration Debug",
UseShellExecute = false,
CreateNoWindow = true,
RedirectStandardOutput = true,
RedirectStandardError = true,
WorkingDirectory = _projectDirectory
}
};
buildProcess.OutputDataReceived += (sender, e) =>
{
if (!string.IsNullOrEmpty(e.Data))
{
_logger.LogInformation("[Godot Build] {Data}", e.Data);
}
};
buildProcess.ErrorDataReceived += (sender, e) =>
{
if (!string.IsNullOrEmpty(e.Data))
{
_logger.LogError("[Godot Build] {Data}", e.Data);
}
};
buildProcess.Start();
buildProcess.BeginOutputReadLine();
buildProcess.BeginErrorReadLine();
await buildProcess.WaitForExitAsync(cancellationToken);
if (buildProcess.ExitCode != 0)
{
_logger.LogError("Failed to build Godot project: {ProjectPath}", _projectPath);
return;
}
_logger.LogInformation("Successfully built Godot project: {ProjectPath}", _projectPath);
}
public Task AfterStartAsync(DistributedApplicationModel appModel, CancellationToken cancellationToken = default)
{
return Task.CompletedTask;
}
}
}