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Add linux-bionic RID Export Option
Adds an export option to enable the linux-bionic RID so Android can export with NativeAOT enabled.
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parent
68f053bf82
commit
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@ -37,8 +37,28 @@ namespace GodotTools.Export
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public override Godot.Collections.Array<Godot.Collections.Dictionary> _GetExportOptions(EditorExportPlatform platform)
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{
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return new Godot.Collections.Array<Godot.Collections.Dictionary>()
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var exportOptionList = new Godot.Collections.Array<Godot.Collections.Dictionary>();
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if (platform.GetOsName().Equals(OS.Platforms.Android, StringComparison.OrdinalIgnoreCase))
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{
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exportOptionList.Add
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(
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new Godot.Collections.Dictionary()
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{
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{
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"option", new Godot.Collections.Dictionary()
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{
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{ "name", "dotnet/android_use_linux_bionic" },
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{ "type", (int)Variant.Type.Bool }
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}
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},
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{ "default_value", false }
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}
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);
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}
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exportOptionList.Add
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(
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new Godot.Collections.Dictionary()
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{
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{
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@ -49,7 +69,10 @@ namespace GodotTools.Export
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}
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},
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{ "default_value", false }
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},
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}
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);
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exportOptionList.Add
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(
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new Godot.Collections.Dictionary()
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{
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{
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@ -60,7 +83,10 @@ namespace GodotTools.Export
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}
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},
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{ "default_value", true }
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},
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}
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);
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exportOptionList.Add
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(
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new Godot.Collections.Dictionary()
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{
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{
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@ -72,7 +98,8 @@ namespace GodotTools.Export
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},
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{ "default_value", false }
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}
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};
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);
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return exportOptionList;
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}
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private void AddExceptionMessage(EditorExportPlatform platform, Exception exception)
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@ -158,11 +185,12 @@ namespace GodotTools.Export
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throw new NotImplementedException("Target platform not yet implemented.");
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}
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bool useAndroidLinuxBionic = (bool)GetOption("dotnet/android_use_linux_bionic");
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PublishConfig publishConfig = new()
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{
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BuildConfig = isDebug ? "ExportDebug" : "ExportRelease",
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IncludeDebugSymbols = (bool)GetOption("dotnet/include_debug_symbols"),
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RidOS = DetermineRuntimeIdentifierOS(platform),
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RidOS = DetermineRuntimeIdentifierOS(platform, useAndroidLinuxBionic),
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Archs = new List<string>(),
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UseTempDir = platform != OS.Platforms.iOS, // xcode project links directly to files in the publish dir, so use one that sticks around.
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BundleOutputs = true,
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@ -440,8 +468,14 @@ namespace GodotTools.Export
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return path;
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}
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private string DetermineRuntimeIdentifierOS(string platform)
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=> OS.DotNetOSPlatformMap[platform];
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private string DetermineRuntimeIdentifierOS(string platform, bool useAndroidLinuxBionic)
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{
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if (platform == OS.Platforms.Android && useAndroidLinuxBionic)
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{
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return OS.DotNetOS.LinuxBionic;
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}
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return OS.DotNetOSPlatformMap[platform];
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}
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private string DetermineRuntimeIdentifierArch(string arch)
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{
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@ -55,6 +55,7 @@ namespace GodotTools.Utils
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public const string Linux = "linux";
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public const string Win10 = "win10";
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public const string Android = "android";
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public const string LinuxBionic = "linux-bionic";
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public const string iOS = "ios";
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public const string iOSSimulator = "iossimulator";
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public const string Browser = "browser";
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@ -99,7 +100,6 @@ namespace GodotTools.Utils
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[Platforms.iOS] = DotNetOS.iOS,
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[Platforms.Web] = DotNetOS.Browser
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};
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private static bool IsOS(string name)
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{
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Internal.godot_icall_Utils_OS_GetPlatformName(out godot_string dest);
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@ -1963,6 +1963,9 @@ bool EditorExportPlatformAndroid::get_export_option_visibility(const EditorExpor
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return false;
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}
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if (p_option == "dotnet/android_use_linux_bionic") {
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return advanced_options_enabled;
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}
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return true;
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}
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