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1f1e2a7f03
This allows changing base application directory behavior at build time via FORCE_EXTERNAL_BASE_DIR. This is intended to be used by nixpkgs and flathub builds. I also added the missing patch for macOS that we have on macos1 to avoid invalidating code signature.
60 lines
1.9 KiB
C#
60 lines
1.9 KiB
C#
using Ryujinx.Common.Configuration;
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using System;
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using System.Reflection;
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namespace Ryujinx.Common
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{
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// DO NOT EDIT, filled by CI
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public static class ReleaseInformation
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{
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private const string FlatHubChannelOwner = "flathub";
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public static string BuildVersion = "%%RYUJINX_BUILD_VERSION%%";
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public static string BuildGitHash = "%%RYUJINX_BUILD_GIT_HASH%%";
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public static string ReleaseChannelName = "%%RYUJINX_TARGET_RELEASE_CHANNEL_NAME%%";
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public static string ReleaseChannelOwner = "%%RYUJINX_TARGET_RELEASE_CHANNEL_OWNER%%";
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public static string ReleaseChannelRepo = "%%RYUJINX_TARGET_RELEASE_CHANNEL_REPO%%";
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public static bool IsValid()
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{
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return !BuildGitHash.StartsWith("%%") &&
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!ReleaseChannelName.StartsWith("%%") &&
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!ReleaseChannelOwner.StartsWith("%%") &&
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!ReleaseChannelRepo.StartsWith("%%");
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}
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public static bool IsFlatHubBuild()
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{
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return IsValid() && ReleaseChannelOwner.Equals(FlatHubChannelOwner);
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}
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public static string GetVersion()
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{
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if (IsValid())
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{
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return BuildVersion;
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}
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else
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{
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return Assembly.GetEntryAssembly().GetCustomAttribute<AssemblyInformationalVersionAttribute>().InformationalVersion;
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}
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}
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#if FORCE_EXTERNAL_BASE_DIR
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public static string GetBaseApplicationDirectory()
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{
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return AppDataManager.BaseDirPath;
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}
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#else
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public static string GetBaseApplicationDirectory()
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{
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if (IsFlatHubBuild() || OperatingSystem.IsMacOS())
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{
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return AppDataManager.BaseDirPath;
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}
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return AppDomain.CurrentDomain.BaseDirectory;
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}
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#endif
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}
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} |