Mono: Show custom error explaining that UWP is not supported
Fixes #64490.
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1 changed files with 27 additions and 0 deletions
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@ -29,6 +29,7 @@
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/*************************************************************************/
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#include "export.h"
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#include "core/bind/core_bind.h"
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#include "core/crypto/crypto_core.h"
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#include "core/io/marshalls.h"
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@ -42,6 +43,12 @@
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#include "editor/editor_node.h"
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#include "platform/uwp/logo.gen.h"
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// Mono build doesn't support UWP, so we show a specific error.
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// We don't bypass the whole logic so that it doesn't lose potential UWP presets
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// added to export_presets.cfg from a non-Mono build (and in case third-parties
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// actually have Mono-enabled UWP templates they can use).
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#include "modules/modules_enabled.gen.h" // For mono.
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#include "thirdparty/minizip/unzip.h"
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#include "thirdparty/minizip/zip.h"
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@ -1110,11 +1117,20 @@ public:
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}
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valid = dvalid || rvalid;
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#ifdef MODULE_MONO_ENABLED
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// If this is a Mono build, provide a custom error so that users are not confused.
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// We don't bypass the whole logic to check templates because third-parties might have
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// Mono-enabled UWP builds using this path.
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r_missing_templates = false; // Don't warn about those.
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r_error = TTR("Godot's Mono version does not support the UWP platform. Use the standard build (no C# support) if you wish to target UWP.");
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#else
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r_missing_templates = !valid;
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if (!err.empty()) {
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r_error = err;
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}
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#endif // MODULE_MONO_ENABLED
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return valid;
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}
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@ -1123,6 +1139,17 @@ public:
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String err;
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bool valid = true;
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#ifdef MODULE_MONO_ENABLED
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// Don't warn about project configuration issue if this is a Mono build
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// without custom-provided Mono-enabled UWP templates.
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// We check if we have valid templates to decide if we should actually
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// validate the config.
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bool tmp;
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if (!has_valid_export_configuration(p_preset, err, tmp)) {
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return false;
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}
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#endif // MODULE_MONO_ENABLED
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// Validate the rest of the configuration.
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if (!_valid_resource_name(p_preset->get("package/short_name"))) {
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