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Upgrade RoboVM to 2.3.21 and minimumOS version to 12 #7376
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Interesting, that this seems to be no where documented in the XCode release notes, or am I blind? Is there any issue with staying on iOS 11? From my test it seems to create no problems during build. |
XCode 15 has a minimum deployment target of 12 which is where the minimum OS version is taken on XCode built apps. You can find it on the first paragraph of the release notes: In practice this change has no real impact on existing apps (that's why I wasn't sure if add the Breaking Change tag), it only sets a reasonable default on new Gdx Apps. Several popular 3rd party libraries including AdMob require iOS 12 and I don't expect we test libGDX on iOS 11 from now on. If we add the incredible low user base I think it's the right move. |
Okay, I understand, thank you!
Alright, I see! So do we want to still keep minOSVersion 11 in jnigen/ObjectAL for building? |
My understanding is that we don't currently set the minOSVersion explicitely for the natives on libGDX config side and we just use the defaults of the jnigen lib right? If that's the case and we keep this approach, imo it'd make sense to upgrade to a new jnigen with the new default minOS before the next release. Considering we dropped support for iOS 11 on July last year and next libGDX is probably months away it'd be good timing (policy of deprecating 1 version per year is consistent with Apple and Google policy/strategy). But, if you don't want jnigen project to force the default to 12 for some reason then I don't think it's a big deal either and we can always set the minimumOS version manually on libGDX side. |
Correct!
I think I just don't really like to cut ties/deprecate versions, without an specific reason to do so. E.g. dropping iOS 9 and going to iOS 11 as min version made sense, because we could get rid of the armv7 build/configuration complexity. However, I don't see any complexity/downside for minOS 11 vs minOS 12. It just seems like a restriction, where there doesn't have to be one. However, since iOS 11 users are very rare as you pointed out, my hesitation is not that high. |
Fair enough. I wouldn't say there's no specific reason though, trying to support versions not fully supported by Apple itself is a bit risky. It may work for a long time but it may also break something we won't be able to test. I'd rather reduce unnecessary risks for the tiny price of droppping an unused version. In any case, as I said, it's up to you jnigen guys to decide, it doesn't make a difference for this PR (except for the BREAKING CHANGE tag maybe but I'd rather leave it there). |
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I'd rather reduce unnecessary risks for the tiny price of droppping an unused version.
Fair enough I think, iOS 11 is really tiny.
Related jnigen PR can be found here: libgdx/gdx-jnigen#67
XCode 15 has dropped support for iOS 11. I've checked on my live games and the game with the higher iOS 11 user share has 0.03% (popular in developing countries amongst young users) and the others have 0.01%. Worth noting as well that no Apple device has iOS 11 as its latest supported OS version.