Mono/C#: Fix editor using wrong project assembly path in rare cases
We were removing invalid path characters from the name in C++ code, but the C# editor code wasn't.
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@ -43,7 +43,7 @@ namespace GodotTools.Core
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path.StartsWith(DriveRoot, StringComparison.Ordinal);
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path.StartsWith(DriveRoot, StringComparison.Ordinal);
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}
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}
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public static string ToSafeDirName(this string dirName, bool allowDirSeparator)
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public static string ToSafeDirName(this string dirName, bool allowDirSeparator = false)
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{
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{
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var invalidChars = new List<string> { ":", "*", "?", "\"", "<", ">", "|" };
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var invalidChars = new List<string> { ":", "*", "?", "\"", "<", ">", "|" };
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@ -430,7 +430,7 @@ namespace GodotTools.Export
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private static string DetermineDataDirNameForProject()
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private static string DetermineDataDirNameForProject()
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{
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{
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var appName = (string)ProjectSettings.GetSetting("application/config/name");
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var appName = (string)ProjectSettings.GetSetting("application/config/name");
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string appNameSafe = appName.ToSafeDirName(allowDirSeparator: false);
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string appNameSafe = appName.ToSafeDirName();
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return $"data_{appNameSafe}";
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return $"data_{appNameSafe}";
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}
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}
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@ -45,6 +45,7 @@ namespace GodotTools
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get
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get
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{
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{
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var projectAssemblyName = (string)ProjectSettings.GetSetting("application/config/name");
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var projectAssemblyName = (string)ProjectSettings.GetSetting("application/config/name");
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projectAssemblyName = projectAssemblyName.ToSafeDirName();
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if (string.IsNullOrEmpty(projectAssemblyName))
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if (string.IsNullOrEmpty(projectAssemblyName))
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projectAssemblyName = "UnnamedProject";
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projectAssemblyName = "UnnamedProject";
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return projectAssemblyName;
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return projectAssemblyName;
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