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Mono/C#: Add iOS support
Right now, games only work on devices when exported with FullAOT+Interpreter. There are some issues left that need to addressed for FullAOT alone. Right now, it's giving issues with the Godot.NativeCalls static constructor.
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@@ -1,9 +1,14 @@
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supported_platforms = ["windows", "osx", "linuxbsd", "server", "android", "haiku", "javascript", "iphone"]
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def can_build(env, platform):
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return True
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def configure(env):
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if env["platform"] not in ["windows", "osx", "linuxbsd", "server", "android", "haiku", "javascript"]:
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platform = env["platform"]
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if platform not in supported_platforms:
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raise RuntimeError("This module does not currently support building for this platform")
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env.use_ptrcall = True
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@@ -11,6 +16,9 @@ def configure(env):
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from SCons.Script import BoolVariable, PathVariable, Variables, Help
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default_mono_static = platform in ["iphone", "javascript"]
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default_mono_bundles_zlib = platform in ["javascript"]
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envvars = Variables()
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envvars.Add(
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PathVariable(
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@@ -20,7 +28,7 @@ def configure(env):
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PathVariable.PathAccept,
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)
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)
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envvars.Add(BoolVariable("mono_static", "Statically link mono", False))
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envvars.Add(BoolVariable("mono_static", "Statically link mono", default_mono_static))
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envvars.Add(BoolVariable("mono_glue", "Build with the mono glue sources", True))
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envvars.Add(
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BoolVariable(
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@@ -28,12 +36,20 @@ def configure(env):
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)
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)
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envvars.Add(BoolVariable("xbuild_fallback", "If MSBuild is not found, fallback to xbuild", False))
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# TODO: It would be great if this could be detected automatically instead
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envvars.Add(
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BoolVariable(
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"mono_bundles_zlib", "Specify if the Mono runtime was built with bundled zlib", default_mono_bundles_zlib
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)
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)
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envvars.Update(env)
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Help(envvars.GenerateHelpText(env))
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if env["platform"] == "javascript":
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# Mono wasm already has zlib builtin, so we need this workaround to avoid symbol collisions
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print("Compiling with Mono wasm disables 'builtin_zlib'")
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if env["mono_bundles_zlib"]:
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# Mono may come with zlib bundled for WASM or on newer version when built with MinGW.
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print("This Mono runtime comes with zlib bundled. Disabling 'builtin_zlib'...")
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env["builtin_zlib"] = False
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thirdparty_zlib_dir = "#thirdparty/zlib/"
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env.Prepend(CPPPATH=[thirdparty_zlib_dir])
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