Mono: Use "UnnamedProject" if application/config/name is empty
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@ -488,13 +488,17 @@ void CSharpLanguage::reload_assemblies_if_needed(bool p_soft_reload) {
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GDMonoAssembly *proj_assembly = gdmono->get_project_assembly();
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GDMonoAssembly *proj_assembly = gdmono->get_project_assembly();
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String name = ProjectSettings::get_singleton()->get("application/config/name");
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if (name.empty()) {
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name = "UnnamedProject";
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}
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if (proj_assembly) {
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if (proj_assembly) {
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String proj_asm_path = proj_assembly->get_path();
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String proj_asm_path = proj_assembly->get_path();
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if (!FileAccess::exists(proj_assembly->get_path())) {
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if (!FileAccess::exists(proj_assembly->get_path())) {
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// Maybe it wasn't loaded from the default path, so check this as well
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// Maybe it wasn't loaded from the default path, so check this as well
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String proj_asm_name = ProjectSettings::get_singleton()->get("application/config/name");
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proj_asm_path = GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(name);
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proj_asm_path = GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(proj_asm_name);
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if (!FileAccess::exists(proj_asm_path))
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if (!FileAccess::exists(proj_asm_path))
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return; // No assembly to load
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return; // No assembly to load
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}
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}
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@ -502,8 +506,7 @@ void CSharpLanguage::reload_assemblies_if_needed(bool p_soft_reload) {
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if (FileAccess::get_modified_time(proj_asm_path) <= proj_assembly->get_modified_time())
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if (FileAccess::get_modified_time(proj_asm_path) <= proj_assembly->get_modified_time())
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return; // Already up to date
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return; // Already up to date
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} else {
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} else {
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String proj_asm_name = ProjectSettings::get_singleton()->get("application/config/name");
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if (!FileAccess::exists(GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(name)))
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if (!FileAccess::exists(GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(proj_asm_name)))
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return; // No assembly to load
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return; // No assembly to load
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}
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}
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}
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}
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@ -71,6 +71,10 @@ bool GodotSharpEditor::_create_project_solution() {
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String path = OS::get_singleton()->get_resource_dir();
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String path = OS::get_singleton()->get_resource_dir();
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String name = ProjectSettings::get_singleton()->get("application/config/name");
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String name = ProjectSettings::get_singleton()->get("application/config/name");
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if (name.empty()) {
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name = "UnnamedProject";
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}
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String guid = CSharpProject::generate_game_project(path, name);
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String guid = CSharpProject::generate_game_project(path, name);
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if (guid.length()) {
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if (guid.length()) {
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@ -122,7 +122,14 @@ private:
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#ifdef TOOLS_ENABLED
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#ifdef TOOLS_ENABLED
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mono_solutions_dir = mono_user_dir.plus_file("solutions");
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mono_solutions_dir = mono_user_dir.plus_file("solutions");
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build_logs_dir = mono_user_dir.plus_file("build_logs");
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build_logs_dir = mono_user_dir.plus_file("build_logs");
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String base_path = String("res://") + ProjectSettings::get_singleton()->get("application/config/name");
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String name = ProjectSettings::get_singleton()->get("application/config/name");
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if (name.empty()) {
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name = "UnnamedProject";
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}
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String base_path = String("res://") + name;
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sln_filepath = ProjectSettings::get_singleton()->globalize_path(base_path + ".sln");
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sln_filepath = ProjectSettings::get_singleton()->globalize_path(base_path + ".sln");
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csproj_filepath = ProjectSettings::get_singleton()->globalize_path(base_path + ".csproj");
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csproj_filepath = ProjectSettings::get_singleton()->globalize_path(base_path + ".csproj");
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#endif
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#endif
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@ -369,9 +369,12 @@ bool GDMono::_load_project_assembly() {
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if (project_assembly)
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if (project_assembly)
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return true;
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return true;
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String project_assembly_name = ProjectSettings::get_singleton()->get("application/config/name");
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String name = ProjectSettings::get_singleton()->get("application/config/name");
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if (name.empty()) {
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name = "UnnamedProject";
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}
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bool success = _load_assembly(project_assembly_name, &project_assembly);
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bool success = _load_assembly(name, &project_assembly);
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if (success)
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if (success)
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mono_assembly_set_main(project_assembly->get_assembly());
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mono_assembly_set_main(project_assembly->get_assembly());
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