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C#: Hide hostfxr not found error

Godot tries to find hostfxr in two locations, the method that tries
to retrieve the location printed an error when it was not found.
So when the first location fails it was printing an error, even if
the second location succeeded, and users were left confused thinking
there was something wrong with their installation.

Now the error will only be printed when stdout verbose is enabled.
Users will still get an error later if hostfxr is not found in any
of the two locations.

(cherry picked from commit 394c0eb225bd3b9bd0419b3006367d24b34a9a8d)
Raul Santos 2 jaren geleden
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commit
a07b83a2dc
1 gewijzigde bestanden met toevoegingen van 6 en 1 verwijderingen
  1. 6 1
      modules/mono/editor/hostfxr_resolver.cpp

+ 6 - 1
modules/mono/editor/hostfxr_resolver.cpp

@@ -320,7 +320,12 @@ bool get_dotnet_root_from_env(String &r_dotnet_root) {
 
 bool godotsharp::hostfxr_resolver::try_get_path_from_dotnet_root(const String &p_dotnet_root, String &r_fxr_path) {
 	String fxr_dir = path::join(p_dotnet_root, "host", "fxr");
-	ERR_FAIL_COND_V_MSG(!DirAccess::exists(fxr_dir), false, "The host fxr folder does not exist: " + fxr_dir);
+	if (!DirAccess::exists(fxr_dir)) {
+		if (OS::get_singleton()->is_stdout_verbose()) {
+			ERR_PRINT("The host fxr folder does not exist: " + fxr_dir + ".");
+		}
+		return false;
+	}
 	return get_latest_fxr(fxr_dir, r_fxr_path);
 }