Change default to require licenses property.

Please do not roll back.

If you have recently created a new Soong module type, please make sure
it supports the `licenses` property.

If your build on an older branch fails due to this change, please
configure your build to set `ANDROID_REQUIRE_LICENSES=false` in the
environment.

If running from the command line, the following will work:

export ANDROID_REQUIRE_LICENSES=false; m -j ...

Previously defaulted to not require property unless overridden in env.

Bug: 151177513

Test: m all

Change-Id: Ib295658f978511d07197c295f04a6f25f7d83686
This commit is contained in:
Bob Badour 2021-09-02 15:33:10 -07:00
parent bdd7b3de94
commit 65ee90a362
2 changed files with 2 additions and 2 deletions

View file

@ -845,7 +845,7 @@ func translateAndroidModule(ctx SingletonContext, w io.Writer, mod blueprint.Mod
case "*selinux.selinuxContextsModule": // license properties written
case "*sysprop.syspropLibrary": // license properties written
default:
if ctx.Config().IsEnvTrue("ANDROID_REQUIRE_LICENSES") {
if !ctx.Config().IsEnvFalse("ANDROID_REQUIRE_LICENSES") {
return fmt.Errorf("custom make rules not allowed for %q (%q) module %q", ctx.ModuleType(mod), reflect.TypeOf(mod), ctx.ModuleName(mod))
}
}

View file

@ -253,7 +253,7 @@ func getLicenses(ctx BaseModuleContext, module Module) []string {
primaryProperty := module.base().primaryLicensesProperty
if primaryProperty == nil {
if ctx.Config().IsEnvTrue("ANDROID_REQUIRE_LICENSES") {
if !ctx.Config().IsEnvFalse("ANDROID_REQUIRE_LICENSES") {
ctx.ModuleErrorf("module type %q must have an applicable licenses property", ctx.OtherModuleType(module))
}
return nil