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// "X11" for compatibility, temporarily, while we are on an outdated branch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