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