Merge pull request #79351 from Repiteo/dotnet-handle-warnings

C#: Fix MSVC dotnet builds failing if running `dev_mode`
This commit is contained in:
Yuri Sizov 2023-07-26 18:40:06 +02:00
commit 63411859db
4 changed files with 28 additions and 26 deletions

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@ -2225,18 +2225,17 @@ String EditorExportPlatformAndroid::get_apksigner_path(int p_target_sdk, bool p_
}
bool EditorExportPlatformAndroid::has_valid_export_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates, bool p_debug) const {
#ifdef MODULE_MONO_ENABLED
// Don't check for additional errors, as this particular error cannot be resolved.
r_error += TTR("Exporting to Android is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target Android with C#/Mono instead.") + "\n";
r_error += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n";
return false;
#else
String err;
bool valid = false;
const bool gradle_build_enabled = p_preset->get("gradle_build/use_gradle_build");
#ifdef MODULE_MONO_ENABLED
err += TTR("Exporting to Android is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target Android with C#/Mono instead.") + "\n";
err += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n";
// Don't check for additional errors, as this particular error cannot be resolved.
r_error = err;
return false;
#endif
// Look for export templates (first official, and if defined custom templates).
if (!gradle_build_enabled) {
@ -2366,6 +2365,7 @@ bool EditorExportPlatformAndroid::has_valid_export_configuration(const Ref<Edito
}
return valid;
#endif // !MODULE_MONO_ENABLED
}
bool EditorExportPlatformAndroid::has_valid_project_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error) const {

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@ -1925,17 +1925,16 @@ Error EditorExportPlatformIOS::_export_project_helper(const Ref<EditorExportPres
}
bool EditorExportPlatformIOS::has_valid_export_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates, bool p_debug) const {
#ifdef MODULE_MONO_ENABLED
// Don't check for additional errors, as this particular error cannot be resolved.
r_error += TTR("Exporting to iOS is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target iOS with C#/Mono instead.") + "\n";
r_error += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n";
return false;
#else
String err;
bool valid = false;
#ifdef MODULE_MONO_ENABLED
err += TTR("Exporting to iOS is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target iOS with C#/Mono instead.") + "\n";
err += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n";
// Don't check for additional errors, as this particular error cannot be resolved.
r_error = err;
return false;
#endif
// Look for export templates (first official, and if defined custom templates).
bool dvalid = exists_export_template("ios.zip", &err);
@ -1962,6 +1961,7 @@ bool EditorExportPlatformIOS::has_valid_export_configuration(const Ref<EditorExp
}
return valid;
#endif // !MODULE_MONO_ENABLED
}
bool EditorExportPlatformIOS::has_valid_project_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error) const {

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@ -136,7 +136,7 @@ bool EditorExportPlatformUWP::has_valid_export_configuration(const Ref<EditorExp
// contributors can still test the pipeline if/when we can build it again.
r_error = "The UWP platform is currently not supported in Godot 4.\n";
return false;
#endif
#else
String err;
bool valid = false;
@ -176,6 +176,7 @@ bool EditorExportPlatformUWP::has_valid_export_configuration(const Ref<EditorExp
}
return valid;
#endif // DEV_ENABLED
}
bool EditorExportPlatformUWP::has_valid_project_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error) const {
@ -185,7 +186,7 @@ bool EditorExportPlatformUWP::has_valid_project_configuration(const Ref<EditorEx
// contributors can still test the pipeline if/when we can build it again.
r_error = "The UWP platform is currently not supported in Godot 4.\n";
return false;
#endif
#else
String err;
bool valid = true;
@ -259,6 +260,7 @@ bool EditorExportPlatformUWP::has_valid_project_configuration(const Ref<EditorEx
r_error = err;
return valid;
#endif // DEV_ENABLED
}
Error EditorExportPlatformUWP::export_project(const Ref<EditorExportPreset> &p_preset, bool p_debug, const String &p_path, int p_flags) {

View File

@ -360,18 +360,17 @@ Ref<Texture2D> EditorExportPlatformWeb::get_logo() const {
}
bool EditorExportPlatformWeb::has_valid_export_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates, bool p_debug) const {
#ifdef MODULE_MONO_ENABLED
// Don't check for additional errors, as this particular error cannot be resolved.
r_error += TTR("Exporting to Web is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target Web with C#/Mono instead.") + "\n";
r_error += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n";
return false;
#else
String err;
bool valid = false;
bool extensions = (bool)p_preset->get("variant/extensions_support");
#ifdef MODULE_MONO_ENABLED
err += TTR("Exporting to Web is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target Web with C#/Mono instead.") + "\n";
err += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n";
// Don't check for additional errors, as this particular error cannot be resolved.
r_error = err;
return false;
#endif
// Look for export templates (first official, and if defined custom templates).
bool dvalid = exists_export_template(_get_template_name(extensions, true), &err);
bool rvalid = exists_export_template(_get_template_name(extensions, false), &err);
@ -397,6 +396,7 @@ bool EditorExportPlatformWeb::has_valid_export_configuration(const Ref<EditorExp
}
return valid;
#endif // !MODULE_MONO_ENABLED
}
bool EditorExportPlatformWeb::has_valid_project_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error) const {