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[.NET] Upgrade user project's TargetFramework to net8.0
- Upgrades the TFM for new created projects to `net8.0`. - Implements system to upgrade TFM for existing projects to `net8.0`.
This commit is contained in:
@@ -11,6 +11,7 @@
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<PackageReference Include="Microsoft.Build" Version="15.1.548" ExcludeAssets="runtime" />
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<PackageReference Include="Microsoft.Build" Version="15.1.548" ExcludeAssets="runtime" />
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<PackageReference Include="Microsoft.Build.Locator" Version="1.2.6" />
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<PackageReference Include="Microsoft.Build.Locator" Version="1.2.6" />
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<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies" Version="1.0.0" PrivateAssets="All" />
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<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies" Version="1.0.0" PrivateAssets="All" />
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<PackageReference Include="NuGet.Frameworks" Version="6.12.1" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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@@ -12,6 +12,8 @@ namespace GodotTools.ProjectEditor
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{
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{
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public static string GodotSdkAttrValue => $"Godot.NET.Sdk/{GeneratedGodotNupkgsVersions.GodotNETSdk}";
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public static string GodotSdkAttrValue => $"Godot.NET.Sdk/{GeneratedGodotNupkgsVersions.GodotNETSdk}";
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public static string GodotMinimumRequiredTfm => "net8.0";
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public static ProjectRootElement GenGameProject(string name)
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public static ProjectRootElement GenGameProject(string name)
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{
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{
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if (name.Length == 0)
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if (name.Length == 0)
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@@ -22,7 +24,7 @@ namespace GodotTools.ProjectEditor
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root.Sdk = GodotSdkAttrValue;
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root.Sdk = GodotSdkAttrValue;
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var mainGroup = root.AddPropertyGroup();
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var mainGroup = root.AddPropertyGroup();
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mainGroup.AddProperty("TargetFramework", "net8.0");
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mainGroup.AddProperty("TargetFramework", GodotMinimumRequiredTfm);
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mainGroup.AddProperty("EnableDynamicLoading", "true");
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mainGroup.AddProperty("EnableDynamicLoading", "true");
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@@ -1,7 +1,11 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using System.Text.RegularExpressions;
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using Microsoft.Build.Construction;
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using Microsoft.Build.Construction;
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using Microsoft.Build.Evaluation;
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using Microsoft.Build.Locator;
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using Microsoft.Build.Locator;
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using NuGet.Frameworks;
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namespace GodotTools.ProjectEditor
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namespace GodotTools.ProjectEditor
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{
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{
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@@ -19,8 +23,21 @@ namespace GodotTools.ProjectEditor
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}
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}
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}
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}
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public static class ProjectUtils
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public static partial class ProjectUtils
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{
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{
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[GeneratedRegex(@"\s*'\$\(GodotTargetPlatform\)'\s*==\s*'(?<platform>[A-z]+)'\s*", RegexOptions.IgnoreCase)]
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private static partial Regex GodotTargetPlatformConditionRegex();
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private static readonly string[] _platformNames =
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{
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"windows",
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"linuxbsd",
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"macos",
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"android",
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"ios",
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"web",
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};
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public static void MSBuildLocatorRegisterLatest(out Version version, out string path)
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public static void MSBuildLocatorRegisterLatest(out Version version, out string path)
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{
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{
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var instance = MSBuildLocator.QueryVisualStudioInstances()
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var instance = MSBuildLocator.QueryVisualStudioInstances()
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@@ -36,11 +53,22 @@ namespace GodotTools.ProjectEditor
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public static MSBuildProject? Open(string path)
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public static MSBuildProject? Open(string path)
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{
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{
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var root = ProjectRootElement.Open(path);
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var root = ProjectRootElement.Open(path, ProjectCollection.GlobalProjectCollection, preserveFormatting: true);
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return root != null ? new MSBuildProject(root) : null;
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return root != null ? new MSBuildProject(root) : null;
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}
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}
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public static void MigrateToProjectSdksStyle(MSBuildProject project, string projectName)
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public static void UpgradeProjectIfNeeded(MSBuildProject project, string projectName)
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{
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// NOTE: The order in which changes are made to the project is important.
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// Migrate to MSBuild project Sdks style if using the old style.
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MigrateToProjectSdksStyle(project, projectName);
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EnsureGodotSdkIsUpToDate(project);
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EnsureTargetFrameworkMatchesMinimumRequirement(project);
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}
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private static void MigrateToProjectSdksStyle(MSBuildProject project, string projectName)
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{
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{
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var origRoot = project.Root;
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var origRoot = project.Root;
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@@ -64,5 +92,128 @@ namespace GodotTools.ProjectEditor
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root.Sdk = godotSdkAttrValue;
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root.Sdk = godotSdkAttrValue;
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project.HasUnsavedChanges = true;
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project.HasUnsavedChanges = true;
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}
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}
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private static void EnsureTargetFrameworkMatchesMinimumRequirement(MSBuildProject project)
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{
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var root = project.Root;
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string minTfmValue = ProjectGenerator.GodotMinimumRequiredTfm;
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var minTfmVersion = NuGetFramework.Parse(minTfmValue).Version;
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ProjectPropertyGroupElement? mainPropertyGroup = null;
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ProjectPropertyElement? mainTargetFrameworkProperty = null;
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var propertiesToChange = new List<ProjectPropertyElement>();
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foreach (var propertyGroup in root.PropertyGroups)
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{
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bool groupHasCondition = !string.IsNullOrEmpty(propertyGroup.Condition);
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// Check if the property group should be excluded from checking for 'TargetFramework' properties.
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if (groupHasCondition && !ConditionMatchesGodotPlatform(propertyGroup.Condition))
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{
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continue;
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}
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// Store a reference to the first property group without conditions,
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// in case we need to add a new 'TargetFramework' property later.
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if (mainPropertyGroup == null && !groupHasCondition)
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{
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mainPropertyGroup = propertyGroup;
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}
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foreach (var property in propertyGroup.Properties)
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{
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// We are looking for 'TargetFramework' properties.
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if (property.Name != "TargetFramework")
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{
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continue;
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}
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bool propertyHasCondition = !string.IsNullOrEmpty(property.Condition);
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// Check if the property should be excluded.
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if (propertyHasCondition && !ConditionMatchesGodotPlatform(property.Condition))
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{
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continue;
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}
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if (!groupHasCondition && !propertyHasCondition)
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{
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// Store a reference to the 'TargetFramework' that has no conditions
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// because it applies to all platforms.
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if (mainTargetFrameworkProperty == null)
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{
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mainTargetFrameworkProperty = property;
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}
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continue;
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}
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// If the 'TargetFramework' property is conditional, it may no longer be needed
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// when the main one is upgraded to the new minimum version.
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var tfmVersion = NuGetFramework.Parse(property.Value).Version;
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if (tfmVersion <= minTfmVersion)
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{
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propertiesToChange.Add(property);
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}
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}
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}
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if (mainTargetFrameworkProperty == null)
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{
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// We haven't found a 'TargetFramework' property without conditions,
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// we'll just add one in the first property group without conditions.
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if (mainPropertyGroup == null)
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{
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// We also don't have a property group without conditions,
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// so we'll add a new one to the project.
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mainPropertyGroup = root.AddPropertyGroup();
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}
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mainTargetFrameworkProperty = mainPropertyGroup.AddProperty("TargetFramework", minTfmValue);
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project.HasUnsavedChanges = true;
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}
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else
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{
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var tfmVersion = NuGetFramework.Parse(mainTargetFrameworkProperty.Value).Version;
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if (tfmVersion < minTfmVersion)
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{
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mainTargetFrameworkProperty.Value = minTfmValue;
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project.HasUnsavedChanges = true;
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}
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}
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var mainTfmVersion = NuGetFramework.Parse(mainTargetFrameworkProperty.Value).Version;
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foreach (var property in propertiesToChange)
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{
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// If the main 'TargetFramework' property targets a version newer than
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// the minimum required by Godot, we don't want to remove the conditional
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// 'TargetFramework' properties, only upgrade them to the new minimum.
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// Otherwise, it can be removed.
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if (mainTfmVersion > minTfmVersion)
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{
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property.Value = minTfmValue;
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}
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else
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{
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property.Parent.RemoveChild(property);
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}
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project.HasUnsavedChanges = true;
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}
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static bool ConditionMatchesGodotPlatform(string condition)
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{
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// Check if the condition is checking the 'GodotTargetPlatform' for one of the
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// Godot platforms with built-in support in the Godot.NET.Sdk.
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var match = GodotTargetPlatformConditionRegex().Match(condition);
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if (match.Success)
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{
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string platform = match.Groups["platform"].Value;
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return _platformNames.Contains(platform, StringComparer.OrdinalIgnoreCase);
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}
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return false;
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}
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}
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}
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}
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}
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}
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@@ -439,12 +439,7 @@ namespace GodotTools
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var msbuildProject = ProjectUtils.Open(GodotSharpDirs.ProjectCsProjPath)
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var msbuildProject = ProjectUtils.Open(GodotSharpDirs.ProjectCsProjPath)
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?? throw new InvalidOperationException("Cannot open C# project.");
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?? throw new InvalidOperationException("Cannot open C# project.");
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// NOTE: The order in which changes are made to the project is important
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ProjectUtils.UpgradeProjectIfNeeded(msbuildProject, GodotSharpDirs.ProjectAssemblyName);
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// Migrate to MSBuild project Sdks style if using the old style
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ProjectUtils.MigrateToProjectSdksStyle(msbuildProject, GodotSharpDirs.ProjectAssemblyName);
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ProjectUtils.EnsureGodotSdkIsUpToDate(msbuildProject);
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if (msbuildProject.HasUnsavedChanges)
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if (msbuildProject.HasUnsavedChanges)
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{
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{
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