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mirror of https://github.com/godotengine/godot.git synced 2025-11-14 13:41:12 +00:00

Remove mentions of the Server platform from the Mono module

This commit is contained in:
Aaron Franke
2022-08-24 13:05:23 -05:00
parent d0a2a4c981
commit 09551c3d2b
6 changed files with 6 additions and 17 deletions

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@@ -3,11 +3,11 @@ import os.path
def is_desktop(platform): def is_desktop(platform):
return platform in ["windows", "macos", "linuxbsd", "server", "uwp", "haiku"] return platform in ["windows", "macos", "linuxbsd", "uwp", "haiku"]
def is_unix_like(platform): def is_unix_like(platform):
return platform in ["macos", "linuxbsd", "server", "android", "haiku", "ios"] return platform in ["macos", "linuxbsd", "android", "haiku", "ios"]
def module_supports_tools_on(platform): def module_supports_tools_on(platform):
@@ -132,7 +132,6 @@ def determine_runtime_identifier(env):
"windows": "win", "windows": "win",
"macos": "osx", "macos": "osx",
"linuxbsd": "linux", "linuxbsd": "linux",
"server": "linux", # FIXME: Is server linux only, or also macos?
} }
# .NET RID architectures: x86, x64, arm, or arm64 # .NET RID architectures: x86, x64, arm, or arm64

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@@ -1,6 +1,6 @@
# Prior to .NET Core, we supported these: ["windows", "macos", "linuxbsd", "server", "android", "haiku", "javascript", "ios"] # Prior to .NET Core, we supported these: ["windows", "macos", "linuxbsd", "android", "haiku", "javascript", "ios"]
# Eventually support for each them should be added back (except Haiku if not supported by .NET Core) # Eventually support for each them should be added back (except Haiku if not supported by .NET Core)
supported_platforms = ["windows", "macos", "linuxbsd", "server"] supported_platforms = ["windows", "macos", "linuxbsd"]
def can_build(env, platform): def can_build(env, platform):

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@@ -77,7 +77,6 @@
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'windows' ">GODOT_WINDOWS;GODOT_PC</GodotPlatformConstants> <GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'windows' ">GODOT_WINDOWS;GODOT_PC</GodotPlatformConstants>
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'linuxbsd' ">GODOT_LINUXBSD;GODOT_PC</GodotPlatformConstants> <GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'linuxbsd' ">GODOT_LINUXBSD;GODOT_PC</GodotPlatformConstants>
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'macos' ">GODOT_OSX;GODOT_MACOS;GODOT_PC</GodotPlatformConstants> <GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'macos' ">GODOT_OSX;GODOT_MACOS;GODOT_PC</GodotPlatformConstants>
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'server' ">GODOT_SERVER;GODOT_PC</GodotPlatformConstants>
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'uwp' ">GODOT_UWP;GODOT_PC</GodotPlatformConstants> <GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'uwp' ">GODOT_UWP;GODOT_PC</GodotPlatformConstants>
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'haiku' ">GODOT_HAIKU;GODOT_PC</GodotPlatformConstants> <GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'haiku' ">GODOT_HAIKU;GODOT_PC</GodotPlatformConstants>
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'android' ">GODOT_ANDROID;GODOT_MOBILE</GodotPlatformConstants> <GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'android' ">GODOT_ANDROID;GODOT_MOBILE</GodotPlatformConstants>

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@@ -588,7 +588,6 @@ MONO_AOT_MODE_LAST = 1000,
return $"{platform}-{arch}"; return $"{platform}-{arch}";
} }
case OS.Platforms.LinuxBSD: case OS.Platforms.LinuxBSD:
case OS.Platforms.Server:
{ {
string arch = bits == "64" ? "x86_64" : "i686"; string arch = bits == "64" ? "x86_64" : "i686";
return $"linux-{arch}"; return $"linux-{arch}";

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@@ -100,7 +100,7 @@ namespace GodotTools.Export
if (!DeterminePlatformFromFeatures(features, out string platform)) if (!DeterminePlatformFromFeatures(features, out string platform))
throw new NotSupportedException("Target platform not supported"); throw new NotSupportedException("Target platform not supported");
if (!new[] { OS.Platforms.Windows, OS.Platforms.LinuxBSD, OS.Platforms.MacOS, OS.Platforms.Server } if (!new[] { OS.Platforms.Windows, OS.Platforms.LinuxBSD, OS.Platforms.MacOS }
.Contains(platform)) .Contains(platform))
{ {
throw new NotImplementedException("Target platform not yet implemented"); throw new NotImplementedException("Target platform not yet implemented");

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@@ -23,7 +23,6 @@ namespace GodotTools.Utils
public const string FreeBSD = "FreeBSD"; public const string FreeBSD = "FreeBSD";
public const string NetBSD = "NetBSD"; public const string NetBSD = "NetBSD";
public const string BSD = "BSD"; public const string BSD = "BSD";
public const string Server = "Server";
public const string UWP = "UWP"; public const string UWP = "UWP";
public const string Haiku = "Haiku"; public const string Haiku = "Haiku";
public const string Android = "Android"; public const string Android = "Android";
@@ -36,7 +35,6 @@ namespace GodotTools.Utils
public const string Windows = "windows"; public const string Windows = "windows";
public const string MacOS = "macos"; public const string MacOS = "macos";
public const string LinuxBSD = "linuxbsd"; public const string LinuxBSD = "linuxbsd";
public const string Server = "server";
public const string UWP = "uwp"; public const string UWP = "uwp";
public const string Haiku = "haiku"; public const string Haiku = "haiku";
public const string Android = "android"; public const string Android = "android";
@@ -65,7 +63,6 @@ namespace GodotTools.Utils
["LinuxBSD"] = Platforms.LinuxBSD, ["LinuxBSD"] = Platforms.LinuxBSD,
// "X11" for compatibility, temporarily, while we are on an outdated branch // "X11" for compatibility, temporarily, while we are on an outdated branch
["X11"] = Platforms.LinuxBSD, ["X11"] = Platforms.LinuxBSD,
["Server"] = Platforms.Server,
["UWP"] = Platforms.UWP, ["UWP"] = Platforms.UWP,
["Haiku"] = Platforms.Haiku, ["Haiku"] = Platforms.Haiku,
["Android"] = Platforms.Android, ["Android"] = Platforms.Android,
@@ -81,7 +78,6 @@ namespace GodotTools.Utils
[Names.FreeBSD] = Platforms.LinuxBSD, [Names.FreeBSD] = Platforms.LinuxBSD,
[Names.NetBSD] = Platforms.LinuxBSD, [Names.NetBSD] = Platforms.LinuxBSD,
[Names.BSD] = Platforms.LinuxBSD, [Names.BSD] = Platforms.LinuxBSD,
[Names.Server] = Platforms.Server,
[Names.UWP] = Platforms.UWP, [Names.UWP] = Platforms.UWP,
[Names.Haiku] = Platforms.Haiku, [Names.Haiku] = Platforms.Haiku,
[Names.Android] = Platforms.Android, [Names.Android] = Platforms.Android,
@@ -98,7 +94,6 @@ namespace GodotTools.Utils
// instead of `linux` in the runtime identifier. This would be a problem as // instead of `linux` in the runtime identifier. This would be a problem as
// Godot has a single export profile for both, named LinuxBSD. // Godot has a single export profile for both, named LinuxBSD.
[Platforms.LinuxBSD] = DotNetOS.Linux, [Platforms.LinuxBSD] = DotNetOS.Linux,
[Platforms.Server] = DotNetOS.Linux,
[Platforms.UWP] = DotNetOS.Win10, [Platforms.UWP] = DotNetOS.Win10,
[Platforms.Android] = DotNetOS.Android, [Platforms.Android] = DotNetOS.Android,
[Platforms.iOS] = DotNetOS.iOS, [Platforms.iOS] = DotNetOS.iOS,
@@ -129,13 +124,12 @@ namespace GodotTools.Utils
new[] { Names.Linux, Names.FreeBSD, Names.NetBSD, Names.BSD }; new[] { Names.Linux, Names.FreeBSD, Names.NetBSD, Names.BSD };
private static readonly IEnumerable<string> UnixLikePlatforms = private static readonly IEnumerable<string> UnixLikePlatforms =
new[] { Names.MacOS, Names.Server, Names.Haiku, Names.Android, Names.iOS } new[] { Names.MacOS, Names.Haiku, Names.Android, Names.iOS }
.Concat(LinuxBSDPlatforms).ToArray(); .Concat(LinuxBSDPlatforms).ToArray();
private static readonly Lazy<bool> _isWindows = new(() => IsOS(Names.Windows)); private static readonly Lazy<bool> _isWindows = new(() => IsOS(Names.Windows));
private static readonly Lazy<bool> _isMacOS = new(() => IsOS(Names.MacOS)); private static readonly Lazy<bool> _isMacOS = new(() => IsOS(Names.MacOS));
private static readonly Lazy<bool> _isLinuxBSD = new(() => IsAnyOS(LinuxBSDPlatforms)); private static readonly Lazy<bool> _isLinuxBSD = new(() => IsAnyOS(LinuxBSDPlatforms));
private static readonly Lazy<bool> _isServer = new(() => IsOS(Names.Server));
private static readonly Lazy<bool> _isUWP = new(() => IsOS(Names.UWP)); private static readonly Lazy<bool> _isUWP = new(() => IsOS(Names.UWP));
private static readonly Lazy<bool> _isHaiku = new(() => IsOS(Names.Haiku)); private static readonly Lazy<bool> _isHaiku = new(() => IsOS(Names.Haiku));
private static readonly Lazy<bool> _isAndroid = new(() => IsOS(Names.Android)); private static readonly Lazy<bool> _isAndroid = new(() => IsOS(Names.Android));
@@ -149,8 +143,6 @@ namespace GodotTools.Utils
[SupportedOSPlatformGuard("linux")] public static bool IsLinuxBSD => _isLinuxBSD.Value; [SupportedOSPlatformGuard("linux")] public static bool IsLinuxBSD => _isLinuxBSD.Value;
[SupportedOSPlatformGuard("linux")] public static bool IsServer => _isServer.Value;
[SupportedOSPlatformGuard("windows")] public static bool IsUWP => _isUWP.Value; [SupportedOSPlatformGuard("windows")] public static bool IsUWP => _isUWP.Value;
public static bool IsHaiku => _isHaiku.Value; public static bool IsHaiku => _isHaiku.Value;