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The generator injects a module initializer that loads Sentry.dll before Main. The installed GameStudio resolves its dependencies from the store, where a PrivateAssets=all package isn't, so it failed to start with a FileNotFoundException. The asset compiler already switched it off for itself; Sentry is only needed at send time, so switch it off once in the shared props. (ExcludeAssets="analyzers" doesn't keep the SDK from loading the generator.)
20 lines
1.4 KiB
XML
20 lines
1.4 KiB
XML
<Project>
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<PropertyGroup>
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<!-- StrideRoot points to the repository root (one level above sources/).
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This file is auto-discovered during Microsoft.Common.props evaluation, which
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happens inside Microsoft.NET.Sdk initialization — i.e., inside Sdk.props.
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Therefore $(StrideRoot) is available within SDK files and for the closing
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targets <Import> at the bottom of project files, but NOT for the opening
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props <Import> (which uses GetDirectoryNameOfFileAbove to locate Sdk.props
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without any pre-set property). See docs/build/SDK-GUIDE.md for details. -->
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<StrideRoot>$([System.IO.Path]::GetFullPath('$(MSBuildThisFileDirectory)../'))</StrideRoot>
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<!-- Stride's own assemblies aren't trimmed/AOT-published by the engine repo build;
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end-user games re-enable the analyzer via Microsoft.NET.Sdk defaults. -->
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<EnableTrimAnalyzer>false</EnableTrimAnalyzer>
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<!-- Sentry's source generator injects a module initializer into an exe that loads Sentry.dll at startup.
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The apps resolving their dependencies from the store (GameStudio, the asset compiler) can't satisfy
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that, and nothing needs it: Sentry is only used at send time. This property is the only switch;
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ExcludeAssets="analyzers" on the reference doesn't keep the SDK from loading the generator. -->
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<SentryDisableSourceGenerator>true</SentryDisableSourceGenerator>
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</PropertyGroup>
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</Project> |