Print expected os.arch tuple for current platform in GDExtension error

This also adds `Engine.get_architecture_name()` to get the name of the
CPU architecture the Godot binary was built for.
This commit is contained in:
Hugo Locurcio
2022-07-20 19:05:49 +02:00
parent 862dedcefe
commit 27a072c884
6 changed files with 64 additions and 3 deletions
+4 -3
View File
@@ -372,7 +372,7 @@ Ref<Resource> NativeExtensionResourceLoader::load(const String &p_path, const St
}
if (err != OK) {
ERR_PRINT("Error loading GDExtension config file: " + p_path);
ERR_PRINT("Error loading GDExtension configuration file: " + p_path);
return Ref<Resource>();
}
@@ -380,7 +380,7 @@ Ref<Resource> NativeExtensionResourceLoader::load(const String &p_path, const St
if (r_error) {
*r_error = ERR_INVALID_DATA;
}
ERR_PRINT("GDExtension config file must contain 'configuration.entry_symbol' key: " + p_path);
ERR_PRINT("GDExtension configuration file must contain a \"configuration/entry_symbol\" key: " + p_path);
return Ref<Resource>();
}
@@ -413,7 +413,8 @@ Ref<Resource> NativeExtensionResourceLoader::load(const String &p_path, const St
if (r_error) {
*r_error = ERR_FILE_NOT_FOUND;
}
ERR_PRINT("No GDExtension library found for current architecture; in config file " + p_path);
const String os_arch = OS::get_singleton()->get_name().to_lower() + "." + Engine::get_singleton()->get_architecture_name();
ERR_PRINT(vformat("No GDExtension library found for current OS and architecture (%s) in configuration file: %s", os_arch, p_path));
return Ref<Resource>();
}