forked from dotnet/runtime
-
Notifications
You must be signed in to change notification settings - Fork 0
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
Use SDK-style projects (dotnet/linker#471)
* Use SDK-style projects for linker and tests * Clean up linker project file Separate out the illink build properties from the monolinker properties. Also disable building illink for net46 on unix/core msbuild, which doesn't work due to missing reference assemblies. This check is more specific than what we used to have, so that illink can potentially be built with the mono runtime. Building this project with "nuget restore" and "msbuild" will only work with the default configuration because nuget restore does not set the configuration and would see a different target framework from msbuild. * Fix assembly title and description for illink * Fix debug and optimization info for illink configurations * Remove references to old illink solutions * Update cecil submodule to latest mono/cecil * Fix typo * Update cecil configurations in illink.sln * Fix cecil strongname build failure with arcade Work around dotnet/arcade#2321 * Remove unused configs from monolinker.sln Also add a missing release config for cecil * Set PublicKey and PublicKeyToken in cecil overrides Commit migrated from dotnet/linker@6280036
- Loading branch information
1 parent
1c29ded
commit b2828dc
Showing
16 changed files
with
175 additions
and
526 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,13 +1,27 @@ | ||
<Project> | ||
|
||
<!-- Cecil's Directory.Build.Props imports this file if it | ||
exists. We use it to import our own Directory.Build.props. --> | ||
<Import Project="$([MSBuild]::GetPathOfFileAbove('Directory.Build.props', '$(MSBuildThisFileDirectory)../'))" /> | ||
|
||
<PropertyGroup> | ||
<!-- Cecil sets PublicSign on windows, but we always want to | ||
PublicSign. --> | ||
<PublicSign>true</PublicSign> | ||
</PropertyGroup> | ||
|
||
<PropertyGroup Condition=" '$(ArcadeBuild)' == 'true' "> | ||
<!-- Work around | ||
https://github.com/dotnet/arcade/issues/2321. This disables | ||
arcade's selection of AssemblyOriginatorKeyFile based on the | ||
StrongNameKeyId, since we want to use cecil's key file. --> | ||
<StrongNameKeyId>CecilStrongNameKey</StrongNameKeyId> | ||
<!-- PublicKey and PublicKeyToken are only consumed by arcade's | ||
InternalsVisibleTo generator. We don't use this, but we set | ||
these properties anyway to avoid hitting an arcade check. --> | ||
<PublicKey>00240000048000009400000006020000002400005253413100040000010001002b5c9f7f04346c324a3176f8d3ee823bbf2d60efdbc35f86fd9e65ea3e6cd11bcdcba3a353e55133c8ac5c4caaba581b2c6dfff2cc2d0edc43959ddb86b973300a479a82419ef489c3225f1fe429a708507bd515835160e10bc743d20ca33ab9570cfd68d479fcf0bc797a763bec5d1000f0159ef619e709d915975e87beebaf</PublicKey> | ||
<PublicKeyToken>50cebf1cceb9d05e</PublicKeyToken> | ||
<NoWarn>$(NoWarn);0618</NoWarn> | ||
<!-- Signing properties from cecil are overridden by Arcade | ||
because cecil imports the .NET SDK (and hence Arcade) in a | ||
nonstandard way, so set them again here. --> | ||
<SignAssembly>true</SignAssembly> | ||
<PublicSign>true</PublicSign> | ||
<AssemblyOriginatorKeyFile>$(MSBuildThisFileDirectory)cecil/cecil.snk</AssemblyOriginatorKeyFile> | ||
</PropertyGroup> | ||
|
||
</Project> | ||
</Project> |
Submodule cecil
updated
from 8629bf to 11c6cd
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Oops, something went wrong.