mirror of
https://github.com/godotengine/godot.git
synced 2024-11-22 20:23:53 +00:00
Merge pull request #23259 from akien-mga/pck-lookup
Fix .pck lookup for extensionless binary names with a dot
This commit is contained in:
commit
66bdd0ed7e
@ -288,9 +288,28 @@ void ProjectSettings::_convert_to_last_version() {
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* This method is responsible for loading a project.godot file and/or data file
|
||||
* using the following merit order:
|
||||
* - If using NetworkClient, try to lookup project file or fail.
|
||||
* - If --main-pack was passed by the user (`p_main_pack`), load it or fail.
|
||||
* - Search for .pck file matching binary name. There are two possibilities:
|
||||
* o exec_path.get_basename() + '.pck' (e.g. 'win_game.exe' -> 'win_game.pck')
|
||||
* o exec_path + '.pck' (e.g. 'linux_game' -> 'linux_game.pck')
|
||||
* For each tentative, if the file exists, load it or fail.
|
||||
* - On relevant platforms (Android/iOS), lookup project file in OS resource path.
|
||||
* If found, load it or fail.
|
||||
* - Lookup project file in passed `p_path` (--path passed by the user), i.e. we
|
||||
* are running from source code.
|
||||
* If not found and `p_upwards` is true (--upwards passed by the user), look for
|
||||
* project files in parent folders up to the system root (used to run a game
|
||||
* from command line while in a subfolder).
|
||||
* If a project file is found, load it or fail.
|
||||
* If nothing was found, error out.
|
||||
*/
|
||||
Error ProjectSettings::setup(const String &p_path, const String &p_main_pack, bool p_upwards) {
|
||||
|
||||
//If looking for files in network, just use network!
|
||||
// If looking for files in a network client, use it directly
|
||||
|
||||
if (FileAccessNetworkClient::get_singleton()) {
|
||||
|
||||
@ -302,9 +321,7 @@ Error ProjectSettings::setup(const String &p_path, const String &p_main_pack, bo
|
||||
return err;
|
||||
}
|
||||
|
||||
String exec_path = OS::get_singleton()->get_executable_path();
|
||||
|
||||
//Attempt with a passed main pack first
|
||||
// Attempt with a user-defined main pack first
|
||||
|
||||
if (p_main_pack != "") {
|
||||
|
||||
@ -320,25 +337,39 @@ Error ProjectSettings::setup(const String &p_path, const String &p_main_pack, bo
|
||||
return err;
|
||||
}
|
||||
|
||||
//Attempt with execname.pck
|
||||
// Attempt with exec_name.pck
|
||||
// (This is the usual case when distributing a Godot game.)
|
||||
|
||||
// Based on the OS, it can be the exec path + '.pck' (Linux w/o extension, macOS in .app bundle)
|
||||
// or the exec path's basename + '.pck' (Windows).
|
||||
// We need to test both possibilities as extensions for Linux binaries are optional
|
||||
// (so both 'mygame.bin' and 'mygame' should be able to find 'mygame.pck').
|
||||
|
||||
String exec_path = OS::get_singleton()->get_executable_path();
|
||||
|
||||
if (exec_path != "") {
|
||||
bool found = false;
|
||||
|
||||
// get our filename without our path (note, using exec_path.get_file before get_basename anymore because not all file systems have dots in their file names!)
|
||||
String filebase_name = exec_path.get_file().get_basename();
|
||||
String exec_dir = exec_path.get_base_dir();
|
||||
String exec_filename = exec_path.get_file();
|
||||
String exec_basename = exec_filename.get_basename();
|
||||
|
||||
// try to open at the location of executable
|
||||
String datapack_name = exec_path.get_base_dir().plus_file(filebase_name) + ".pck";
|
||||
if (_load_resource_pack(datapack_name)) {
|
||||
// Try to load data pack at the location of the executable
|
||||
// As mentioned above, we have two potential names to attempt
|
||||
|
||||
if (_load_resource_pack(exec_dir.plus_file(exec_basename + ".pck")) ||
|
||||
_load_resource_pack(exec_dir.plus_file(exec_filename + ".pck"))) {
|
||||
found = true;
|
||||
} else {
|
||||
datapack_name = filebase_name + ".pck";
|
||||
if (_load_resource_pack(datapack_name)) {
|
||||
// If we couldn't find them next to the executable, we attempt
|
||||
// the current working directory. Same story, two tests.
|
||||
if (_load_resource_pack(exec_basename + ".pck") ||
|
||||
_load_resource_pack(exec_filename + ".pck")) {
|
||||
found = true;
|
||||
}
|
||||
}
|
||||
|
||||
// if we opened our package, try and load our project...
|
||||
// If we opened our package, try and load our project
|
||||
if (found) {
|
||||
Error err = _load_settings_text_or_binary("res://project.godot", "res://project.binary");
|
||||
if (err == OK) {
|
||||
@ -350,17 +381,15 @@ Error ProjectSettings::setup(const String &p_path, const String &p_main_pack, bo
|
||||
}
|
||||
}
|
||||
|
||||
//Try to use the filesystem for files, according to OS. (only Android -when reading from pck- and iOS use this)
|
||||
// Try to use the filesystem for files, according to OS. (only Android -when reading from pck- and iOS use this)
|
||||
|
||||
if (OS::get_singleton()->get_resource_dir() != "") {
|
||||
//OS will call Globals->get_resource_path which will be empty if not overridden!
|
||||
//if the OS would rather use somewhere else, then it will not be empty.
|
||||
|
||||
// OS will call ProjectSettings->get_resource_path which will be empty if not overridden!
|
||||
// If the OS would rather use a specific location, then it will not be empty.
|
||||
resource_path = OS::get_singleton()->get_resource_dir().replace("\\", "/");
|
||||
if (resource_path.length() && resource_path[resource_path.length() - 1] == '/')
|
||||
if (resource_path != "" && resource_path[resource_path.length() - 1] == '/') {
|
||||
resource_path = resource_path.substr(0, resource_path.length() - 1); // chop end
|
||||
|
||||
// data.pck and data.zip are deprecated and no longer supported, apologies.
|
||||
// make sure this is loaded from the resource path
|
||||
}
|
||||
|
||||
Error err = _load_settings_text_or_binary("res://project.godot", "res://project.binary");
|
||||
if (err == OK) {
|
||||
@ -371,21 +400,19 @@ Error ProjectSettings::setup(const String &p_path, const String &p_main_pack, bo
|
||||
return err;
|
||||
}
|
||||
|
||||
//Nothing was found, try to find a project.godot somewhere!
|
||||
// Nothing was found, try to find a project file in provided path (`p_path`)
|
||||
// or, if requested (`p_upwards`) in parent directories.
|
||||
|
||||
DirAccess *d = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
|
||||
ERR_FAIL_COND_V(!d, ERR_CANT_CREATE);
|
||||
|
||||
d->change_dir(p_path);
|
||||
|
||||
String candidate = d->get_current_dir();
|
||||
String current_dir = d->get_current_dir();
|
||||
|
||||
String candidate = current_dir;
|
||||
bool found = false;
|
||||
Error err;
|
||||
|
||||
while (true) {
|
||||
|
||||
err = _load_settings_text_or_binary(current_dir.plus_file("project.godot"), current_dir.plus_file("project.binary"));
|
||||
if (err == OK) {
|
||||
// Optional, we don't mind if it fails
|
||||
@ -396,10 +423,10 @@ Error ProjectSettings::setup(const String &p_path, const String &p_main_pack, bo
|
||||
}
|
||||
|
||||
if (p_upwards) {
|
||||
// Try to load settings ascending through dirs shape!
|
||||
// Try to load settings ascending through parent directories
|
||||
d->change_dir("..");
|
||||
if (d->get_current_dir() == current_dir)
|
||||
break; //not doing anything useful
|
||||
break; // not doing anything useful
|
||||
current_dir = d->get_current_dir();
|
||||
} else {
|
||||
break;
|
||||
@ -416,6 +443,8 @@ Error ProjectSettings::setup(const String &p_path, const String &p_main_pack, bo
|
||||
if (resource_path.length() && resource_path[resource_path.length() - 1] == '/')
|
||||
resource_path = resource_path.substr(0, resource_path.length() - 1); // chop end
|
||||
|
||||
// If we're loading a project.godot from source code, we can operate some
|
||||
// ProjectSettings conversions if need be.
|
||||
_convert_to_last_version();
|
||||
|
||||
return OK;
|
||||
|
Loading…
Reference in New Issue
Block a user