Make Godot native staging target-aware
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31
engine/Age.Engine.Tests/FfmpegMovieNativeTests.cs
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31
engine/Age.Engine.Tests/FfmpegMovieNativeTests.cs
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using System.Runtime.InteropServices;
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public class FfmpegMovieNativeTests
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{
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[Theory]
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[InlineData(true, false, Architecture.X64, "win-x64")]
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[InlineData(true, false, Architecture.Arm64, "win-arm64")]
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[InlineData(false, true, Architecture.X64, "osx-x64")]
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[InlineData(false, true, Architecture.Arm64, "osx-arm64")]
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[InlineData(false, false, Architecture.X64, "linux-x64")]
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[InlineData(false, false, Architecture.Arm64, "linux-arm64")]
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public void ResolverUsesOperatingSystemAndProcessArchitecture(
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bool isWindows,
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bool isMacOS,
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Architecture architecture,
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string expected)
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{
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Assert.Equal(
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expected,
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FfmpegMovieNative.RuntimeIdentifierFor(isWindows, isMacOS, architecture));
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}
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[Fact]
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public void ResolverRejectsUnreservedArchitectures()
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{
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var error = Assert.Throws<PlatformNotSupportedException>(() =>
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FfmpegMovieNative.RuntimeIdentifierFor(false, false, Architecture.Wasm));
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Assert.Contains("Linux/Wasm", error.Message);
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}
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}
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