Merge pull request #64846 from aaronfranke/no-server
Remove mentions of the Server platform from the Mono module
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commit
6e390fa9ab
@ -3,11 +3,11 @@ import os.path
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def is_desktop(platform):
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return platform in ["windows", "macos", "linuxbsd", "server", "uwp", "haiku"]
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return platform in ["windows", "macos", "linuxbsd", "uwp", "haiku"]
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def is_unix_like(platform):
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return platform in ["macos", "linuxbsd", "server", "android", "haiku", "ios"]
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return platform in ["macos", "linuxbsd", "android", "haiku", "ios"]
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def module_supports_tools_on(platform):
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@ -132,7 +132,6 @@ def determine_runtime_identifier(env):
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"windows": "win",
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"macos": "osx",
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"linuxbsd": "linux",
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"server": "linux", # FIXME: Is server linux only, or also macos?
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}
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# .NET RID architectures: x86, x64, arm, or arm64
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@ -1,6 +1,6 @@
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# Prior to .NET Core, we supported these: ["windows", "macos", "linuxbsd", "server", "android", "haiku", "javascript", "ios"]
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# Prior to .NET Core, we supported these: ["windows", "macos", "linuxbsd", "android", "haiku", "javascript", "ios"]
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# Eventually support for each them should be added back (except Haiku if not supported by .NET Core)
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supported_platforms = ["windows", "macos", "linuxbsd", "server"]
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supported_platforms = ["windows", "macos", "linuxbsd"]
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def can_build(env, platform):
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@ -77,7 +77,6 @@
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<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'windows' ">GODOT_WINDOWS;GODOT_PC</GodotPlatformConstants>
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<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'linuxbsd' ">GODOT_LINUXBSD;GODOT_PC</GodotPlatformConstants>
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<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'macos' ">GODOT_OSX;GODOT_MACOS;GODOT_PC</GodotPlatformConstants>
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<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'server' ">GODOT_SERVER;GODOT_PC</GodotPlatformConstants>
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<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'uwp' ">GODOT_UWP;GODOT_PC</GodotPlatformConstants>
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<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'haiku' ">GODOT_HAIKU;GODOT_PC</GodotPlatformConstants>
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<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'android' ">GODOT_ANDROID;GODOT_MOBILE</GodotPlatformConstants>
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@ -588,7 +588,6 @@ MONO_AOT_MODE_LAST = 1000,
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return $"{platform}-{arch}";
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}
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case OS.Platforms.LinuxBSD:
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case OS.Platforms.Server:
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{
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string arch = bits == "64" ? "x86_64" : "i686";
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return $"linux-{arch}";
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@ -100,7 +100,7 @@ namespace GodotTools.Export
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if (!DeterminePlatformFromFeatures(features, out string platform))
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throw new NotSupportedException("Target platform not supported");
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if (!new[] { OS.Platforms.Windows, OS.Platforms.LinuxBSD, OS.Platforms.MacOS, OS.Platforms.Server }
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if (!new[] { OS.Platforms.Windows, OS.Platforms.LinuxBSD, OS.Platforms.MacOS }
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.Contains(platform))
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{
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throw new NotImplementedException("Target platform not yet implemented");
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@ -23,7 +23,6 @@ namespace GodotTools.Utils
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public const string FreeBSD = "FreeBSD";
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public const string NetBSD = "NetBSD";
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public const string BSD = "BSD";
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public const string Server = "Server";
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public const string UWP = "UWP";
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public const string Haiku = "Haiku";
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public const string Android = "Android";
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@ -36,7 +35,6 @@ namespace GodotTools.Utils
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public const string Windows = "windows";
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public const string MacOS = "macos";
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public const string LinuxBSD = "linuxbsd";
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public const string Server = "server";
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public const string UWP = "uwp";
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public const string Haiku = "haiku";
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public const string Android = "android";
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@ -65,7 +63,6 @@ namespace GodotTools.Utils
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["LinuxBSD"] = Platforms.LinuxBSD,
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// "X11" for compatibility, temporarily, while we are on an outdated branch
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["X11"] = Platforms.LinuxBSD,
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["Server"] = Platforms.Server,
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["UWP"] = Platforms.UWP,
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["Haiku"] = Platforms.Haiku,
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["Android"] = Platforms.Android,
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@ -81,7 +78,6 @@ namespace GodotTools.Utils
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[Names.FreeBSD] = Platforms.LinuxBSD,
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[Names.NetBSD] = Platforms.LinuxBSD,
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[Names.BSD] = Platforms.LinuxBSD,
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[Names.Server] = Platforms.Server,
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[Names.UWP] = Platforms.UWP,
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[Names.Haiku] = Platforms.Haiku,
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[Names.Android] = Platforms.Android,
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@ -98,7 +94,6 @@ namespace GodotTools.Utils
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// instead of `linux` in the runtime identifier. This would be a problem as
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// Godot has a single export profile for both, named LinuxBSD.
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[Platforms.LinuxBSD] = DotNetOS.Linux,
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[Platforms.Server] = DotNetOS.Linux,
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[Platforms.UWP] = DotNetOS.Win10,
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[Platforms.Android] = DotNetOS.Android,
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[Platforms.iOS] = DotNetOS.iOS,
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@ -129,13 +124,12 @@ namespace GodotTools.Utils
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new[] { Names.Linux, Names.FreeBSD, Names.NetBSD, Names.BSD };
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private static readonly IEnumerable<string> UnixLikePlatforms =
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new[] { Names.MacOS, Names.Server, Names.Haiku, Names.Android, Names.iOS }
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new[] { Names.MacOS, Names.Haiku, Names.Android, Names.iOS }
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.Concat(LinuxBSDPlatforms).ToArray();
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private static readonly Lazy<bool> _isWindows = new(() => IsOS(Names.Windows));
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private static readonly Lazy<bool> _isMacOS = new(() => IsOS(Names.MacOS));
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private static readonly Lazy<bool> _isLinuxBSD = new(() => IsAnyOS(LinuxBSDPlatforms));
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private static readonly Lazy<bool> _isServer = new(() => IsOS(Names.Server));
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private static readonly Lazy<bool> _isUWP = new(() => IsOS(Names.UWP));
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private static readonly Lazy<bool> _isHaiku = new(() => IsOS(Names.Haiku));
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private static readonly Lazy<bool> _isAndroid = new(() => IsOS(Names.Android));
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@ -149,8 +143,6 @@ namespace GodotTools.Utils
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[SupportedOSPlatformGuard("linux")] public static bool IsLinuxBSD => _isLinuxBSD.Value;
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[SupportedOSPlatformGuard("linux")] public static bool IsServer => _isServer.Value;
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[SupportedOSPlatformGuard("windows")] public static bool IsUWP => _isUWP.Value;
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public static bool IsHaiku => _isHaiku.Value;
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