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DotNET: Deprecated signal causes build failure #101930
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Is the configuration to treat warnings as errors something users have control over? This signal shouldn't be used in generated code if it is deprecated though, so that would be an issue |
Yes!
But I think in the CI we want to avoid warnings, so treating them as errors is correct. |
So this is specific to CI, my bad, the code generation should probably be changed here, the question is if it should generate handlers etc. for a deprecated signal or not, and if it should I assume it should be adding warning supressions appropriately Has there not been any other deprecated signals so far? |
There are |
Then it looks like we're just missing the correct code in code generation, or it is handled safely for those signals and it just doesn't work for singletons for some reason I'd suggest someone with C# knowledge should dig through the code generator and see Or just generate the C# code and see what those signal handlers output, they might just be adding some magic that this case just doesn't because of some edge case |
The The I went ahead and created a PR to do that: #101970 Footnotes
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Tested versions
System information
Windows 10 - DotNET SDK v8.0.300
Issue description
See the build failure in https://github.com/godotengine/godot/actions/runs/12914187787/job/36013250581?pr=90049
My PR #90049 deprecates a signal on SceneTree which seems to cause a warning (which is treated as error).
Silencing this warning should be the way to fix this I assume? Generated code snippet for reference:
Steps to reproduce
Minimal reproduction project (MRP)
N/A
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