Merge pull request #78846 from raulsntos/dotnet/data_dir_name_now_with_more_platform
C#: Add platform name to the exported data directory
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commit
c244903c3d
2 changed files with 37 additions and 10 deletions
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@ -170,7 +170,7 @@ namespace GodotTools.Export
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string ridOS = DetermineRuntimeIdentifierOS(platform);
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string ridArch = DetermineRuntimeIdentifierArch(arch);
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string runtimeIdentifier = $"{ridOS}-{ridArch}";
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string projectDataDirName = $"data_{GodotSharpDirs.CSharpProjectName}_{arch}";
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string projectDataDirName = $"data_{GodotSharpDirs.CSharpProjectName}_{platform}_{arch}";
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if (platform == OS.Platforms.MacOS)
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{
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projectDataDirName = Path.Combine("Contents", "Resources", projectDataDirName);
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@ -95,6 +95,38 @@ String _get_mono_user_dir() {
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#endif
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}
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#if !TOOLS_ENABLED
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// This should be the equivalent of GodotTools.Utils.OS.PlatformNameMap.
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static const char *platform_name_map[][2] = {
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{ "Windows", "windows" },
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{ "macOS", "macos" },
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{ "Linux", "linuxbsd" },
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{ "FreeBSD", "linuxbsd" },
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{ "NetBSD", "linuxbsd" },
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{ "BSD", "linuxbsd" },
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{ "UWP", "uwp" },
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{ "Haiku", "haiku" },
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{ "Android", "android" },
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{ "iOS", "ios" },
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{ "Web", "web" },
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{ nullptr, nullptr }
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};
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String _get_platform_name() {
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String platform_name = OS::get_singleton()->get_name();
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int idx = 0;
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while (platform_name_map[idx][0] != nullptr) {
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if (platform_name_map[idx][0] == platform_name) {
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return platform_name_map[idx][1];
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}
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idx++;
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}
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return "";
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}
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#endif
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class _GodotSharpDirs {
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public:
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String res_metadata_dir;
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@ -139,12 +171,13 @@ private:
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#endif
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api_assemblies_dir = api_assemblies_base_dir.path_join(GDMono::get_expected_api_build_config());
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#else // TOOLS_ENABLED
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String platform = _get_platform_name();
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String arch = Engine::get_singleton()->get_architecture_name();
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String appname_safe = path::get_csharp_project_name();
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String packed_path = "res://.godot/mono/publish/" + arch;
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if (DirAccess::exists(packed_path)) {
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// The dotnet publish data is packed in the pck/zip.
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String data_dir_root = OS::get_singleton()->get_cache_path().path_join("data_" + appname_safe + "_" + arch);
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String data_dir_root = OS::get_singleton()->get_cache_path().path_join("data_" + appname_safe + "_" + platform + "_" + arch);
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bool has_data = false;
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if (!has_data) {
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// 1. Try to access the data directly.
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@ -173,16 +206,10 @@ private:
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api_assemblies_dir = data_dir_root;
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} else {
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// The dotnet publish data is in a directory next to the executable.
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String data_dir_root = exe_dir.path_join("data_" + appname_safe + "_" + arch);
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if (!DirAccess::exists(data_dir_root)) {
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data_dir_root = exe_dir.path_join("data_Godot_" + arch);
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}
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String data_dir_root = exe_dir.path_join("data_" + appname_safe + "_" + platform + "_" + arch);
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#ifdef MACOS_ENABLED
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if (!DirAccess::exists(data_dir_root)) {
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data_dir_root = res_dir.path_join("data_" + appname_safe + "_" + arch);
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}
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if (!DirAccess::exists(data_dir_root)) {
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data_dir_root = res_dir.path_join("data_Godot_" + arch);
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data_dir_root = res_dir.path_join("data_" + appname_safe + "_" + platform + "_" + arch);
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}
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#endif
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api_assemblies_dir = data_dir_root;
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