mirror of
https://github.com/godotengine/godot.git
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250 lines
8.8 KiB
C++
250 lines
8.8 KiB
C++
/**************************************************************************/
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/* godotsharp_dirs.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "godotsharp_dirs.h"
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#include "mono_gd/gd_mono.h"
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#include "utils/path_utils.h"
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#include "core/config/project_settings.h"
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#include "core/io/dir_access.h"
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#include "core/os/os.h"
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#ifdef TOOLS_ENABLED
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#include "core/version.h"
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#include "editor/editor_paths.h"
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#endif
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namespace GodotSharpDirs {
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String _get_expected_build_config() {
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#ifdef TOOLS_ENABLED
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return "Debug";
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#else
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#ifdef DEBUG_ENABLED
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return "ExportDebug";
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#else
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return "ExportRelease";
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#endif
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#endif
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}
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String _get_mono_user_dir() {
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#ifdef TOOLS_ENABLED
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if (EditorPaths::get_singleton()) {
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return EditorPaths::get_singleton()->get_data_dir().path_join("mono");
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} else {
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String settings_path = OS::get_singleton()->get_data_path().path_join(OS::get_singleton()->get_godot_dir_name());
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// Self-contained mode if a `._sc_` or `_sc_` file is present in executable dir.
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String exe_dir = OS::get_singleton()->get_executable_path().get_base_dir();
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Ref<DirAccess> d = DirAccess::create_for_path(exe_dir);
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if (d->file_exists("._sc_") || d->file_exists("_sc_")) {
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// contain yourself
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settings_path = exe_dir.path_join("editor_data");
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}
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// On macOS, look outside .app bundle, since .app bundle is read-only.
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// Note: This will not work if Gatekeeper path randomization is active.
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if (OS::get_singleton()->has_feature("macos") && exe_dir.ends_with("MacOS") && exe_dir.path_join("..").simplify_path().ends_with("Contents")) {
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exe_dir = exe_dir.path_join("../../..").simplify_path();
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d = DirAccess::create_for_path(exe_dir);
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if (d->file_exists("._sc_") || d->file_exists("_sc_")) {
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// contain yourself
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settings_path = exe_dir.path_join("editor_data");
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}
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}
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return settings_path.path_join("mono");
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}
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#else
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return OS::get_singleton()->get_user_data_dir().path_join("mono");
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#endif
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}
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#if !TOOLS_ENABLED
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// This should be the equivalent of GodotTools.Utils.OS.PlatformNameMap.
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static const char *platform_name_map[][2] = {
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{ "Windows", "windows" },
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{ "macOS", "macos" },
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{ "Linux", "linuxbsd" },
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{ "FreeBSD", "linuxbsd" },
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{ "NetBSD", "linuxbsd" },
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{ "BSD", "linuxbsd" },
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{ "UWP", "uwp" },
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{ "Haiku", "haiku" },
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{ "Android", "android" },
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{ "iOS", "ios" },
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{ "Web", "web" },
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{ nullptr, nullptr }
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};
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String _get_platform_name() {
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String platform_name = OS::get_singleton()->get_name();
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int idx = 0;
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while (platform_name_map[idx][0] != nullptr) {
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if (platform_name_map[idx][0] == platform_name) {
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return platform_name_map[idx][1];
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}
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idx++;
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}
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return "";
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}
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#endif
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class _GodotSharpDirs {
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public:
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String res_metadata_dir;
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String res_temp_assemblies_dir;
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String mono_user_dir;
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String api_assemblies_dir;
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#ifdef TOOLS_ENABLED
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String build_logs_dir;
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String data_editor_tools_dir;
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#endif
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private:
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_GodotSharpDirs() {
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String res_data_dir = ProjectSettings::get_singleton()->get_project_data_path().path_join("mono");
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res_metadata_dir = res_data_dir.path_join("metadata");
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// TODO use paths from csproj
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res_temp_assemblies_dir = res_data_dir.path_join("temp").path_join("bin").path_join(_get_expected_build_config());
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#ifdef WEB_ENABLED
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mono_user_dir = "user://";
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#else
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mono_user_dir = _get_mono_user_dir();
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#endif
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String exe_dir = OS::get_singleton()->get_executable_path().get_base_dir();
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String res_dir = OS::get_singleton()->get_bundle_resource_dir();
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#ifdef TOOLS_ENABLED
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String data_dir_root = exe_dir.path_join("GodotSharp");
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data_editor_tools_dir = data_dir_root.path_join("Tools");
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String api_assemblies_base_dir = data_dir_root.path_join("Api");
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build_logs_dir = mono_user_dir.path_join("build_logs");
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#ifdef MACOS_ENABLED
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if (!DirAccess::exists(data_editor_tools_dir)) {
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data_editor_tools_dir = res_dir.path_join("GodotSharp").path_join("Tools");
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}
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if (!DirAccess::exists(api_assemblies_base_dir)) {
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api_assemblies_base_dir = res_dir.path_join("GodotSharp").path_join("Api");
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}
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#endif
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api_assemblies_dir = api_assemblies_base_dir.path_join(GDMono::get_expected_api_build_config());
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#else // TOOLS_ENABLED
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String platform = _get_platform_name();
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String arch = Engine::get_singleton()->get_architecture_name();
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String appname_safe = path::get_csharp_project_name();
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String packed_path = "res://.godot/mono/publish/" + arch;
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if (DirAccess::exists(packed_path)) {
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// The dotnet publish data is packed in the pck/zip.
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String data_dir_root = OS::get_singleton()->get_cache_path().path_join("data_" + appname_safe + "_" + platform + "_" + arch);
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bool has_data = false;
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if (!has_data) {
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// 1. Try to access the data directly.
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String global_packed = ProjectSettings::get_singleton()->globalize_path(packed_path);
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if (global_packed.is_absolute_path() && FileAccess::exists(global_packed.path_join(".dotnet-publish-manifest"))) {
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data_dir_root = global_packed;
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has_data = true;
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}
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}
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if (!has_data) {
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// 2. Check if the data was extracted before and is up-to-date.
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String packed_manifest = packed_path.path_join(".dotnet-publish-manifest");
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String extracted_manifest = data_dir_root.path_join(".dotnet-publish-manifest");
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if (FileAccess::exists(packed_manifest) && FileAccess::exists(extracted_manifest)) {
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if (FileAccess::get_file_as_bytes(packed_manifest) == FileAccess::get_file_as_bytes(extracted_manifest)) {
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has_data = true;
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}
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}
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}
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if (!has_data) {
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// 3. Extract the data to a temporary location to load from there.
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Ref<DirAccess> da = DirAccess::create_for_path(packed_path);
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ERR_FAIL_NULL(da);
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ERR_FAIL_COND(da->copy_dir(packed_path, data_dir_root) != OK);
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}
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api_assemblies_dir = data_dir_root;
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} else {
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// The dotnet publish data is in a directory next to the executable.
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String data_dir_root = exe_dir.path_join("data_" + appname_safe + "_" + platform + "_" + arch);
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#ifdef MACOS_ENABLED
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if (!DirAccess::exists(data_dir_root)) {
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data_dir_root = res_dir.path_join("data_" + appname_safe + "_" + platform + "_" + arch);
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}
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#endif
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api_assemblies_dir = data_dir_root;
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}
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#endif
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}
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public:
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static _GodotSharpDirs &get_singleton() {
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static _GodotSharpDirs singleton;
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return singleton;
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}
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};
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String get_res_metadata_dir() {
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return _GodotSharpDirs::get_singleton().res_metadata_dir;
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}
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String get_res_temp_assemblies_dir() {
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return _GodotSharpDirs::get_singleton().res_temp_assemblies_dir;
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}
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String get_api_assemblies_dir() {
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return _GodotSharpDirs::get_singleton().api_assemblies_dir;
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}
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String get_mono_user_dir() {
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return _GodotSharpDirs::get_singleton().mono_user_dir;
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}
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#ifdef TOOLS_ENABLED
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String get_build_logs_dir() {
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return _GodotSharpDirs::get_singleton().build_logs_dir;
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}
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String get_data_editor_tools_dir() {
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return _GodotSharpDirs::get_singleton().data_editor_tools_dir;
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}
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#endif
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} // namespace GodotSharpDirs
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