2021-05-25 02:25:11 +02:00
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/*************************************************************************/
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/* editor_paths.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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 "editor_paths.h"
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2021-06-09 10:47:32 +02:00
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#include "core/config/engine.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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#include "main/main.h" // For `is_project_manager`.
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EditorPaths *EditorPaths::singleton = nullptr;
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bool EditorPaths::are_paths_valid() const {
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return paths_valid;
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}
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String EditorPaths::get_data_dir() const {
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return data_dir;
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}
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String EditorPaths::get_config_dir() const {
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return config_dir;
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}
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String EditorPaths::get_cache_dir() const {
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return cache_dir;
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}
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String EditorPaths::get_project_data_dir() const {
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return project_data_dir;
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}
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2021-05-25 02:25:11 +02:00
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bool EditorPaths::is_self_contained() const {
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return self_contained;
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}
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String EditorPaths::get_self_contained_file() const {
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return self_contained_file;
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}
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void EditorPaths::create() {
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ERR_FAIL_COND(singleton != nullptr);
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memnew(EditorPaths());
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}
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void EditorPaths::free() {
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ERR_FAIL_COND(singleton == nullptr);
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memdelete(singleton);
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}
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void EditorPaths::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_data_dir"), &EditorPaths::get_data_dir);
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ClassDB::bind_method(D_METHOD("get_config_dir"), &EditorPaths::get_config_dir);
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ClassDB::bind_method(D_METHOD("get_cache_dir"), &EditorPaths::get_cache_dir);
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ClassDB::bind_method(D_METHOD("is_self_contained"), &EditorPaths::is_self_contained);
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ClassDB::bind_method(D_METHOD("get_self_contained_file"), &EditorPaths::get_self_contained_file);
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}
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EditorPaths::EditorPaths() {
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singleton = this;
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// Self-contained mode if a `._sc_` or `_sc_` file is present in executable dir.
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String exe_path = OS::get_singleton()->get_executable_path().get_base_dir();
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{
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DirAccessRef d = DirAccess::create_for_path(exe_path);
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if (d->file_exists(exe_path + "/._sc_")) {
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self_contained = true;
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self_contained_file = exe_path + "/._sc_";
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} else if (d->file_exists(exe_path + "/_sc_")) {
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self_contained = true;
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self_contained_file = exe_path + "/_sc_";
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}
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}
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String data_path;
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String config_path;
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String cache_path;
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if (self_contained) {
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// editor is self contained, all in same folder
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data_path = exe_path;
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data_dir = data_path.plus_file("editor_data");
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config_path = exe_path;
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config_dir = data_dir;
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cache_path = exe_path;
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cache_dir = data_dir.plus_file("cache");
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} else {
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// Typically XDG_DATA_HOME or %APPDATA%.
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data_path = OS::get_singleton()->get_data_path();
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data_dir = data_path.plus_file(OS::get_singleton()->get_godot_dir_name());
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// Can be different from data_path e.g. on Linux or macOS.
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config_path = OS::get_singleton()->get_config_path();
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config_dir = config_path.plus_file(OS::get_singleton()->get_godot_dir_name());
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// Can be different from above paths, otherwise a subfolder of data_dir.
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cache_path = OS::get_singleton()->get_cache_path();
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if (cache_path == data_path) {
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cache_dir = data_dir.plus_file("cache");
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} else {
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cache_dir = cache_path.plus_file(OS::get_singleton()->get_godot_dir_name());
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}
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}
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paths_valid = (data_path != "" && config_path != "" && cache_path != "");
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ERR_FAIL_COND_MSG(!paths_valid, "Editor data, config, or cache paths are invalid.");
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// Validate or create each dir and its relevant subdirectories.
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DirAccessRef dir = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
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// Data dir.
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{
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if (dir->change_dir(data_dir) != OK) {
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dir->make_dir_recursive(data_dir);
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if (dir->change_dir(data_dir) != OK) {
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ERR_PRINT("Could not create editor data directory: " + data_dir);
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paths_valid = false;
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}
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}
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if (!dir->dir_exists("templates")) {
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dir->make_dir("templates");
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}
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}
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// Config dir.
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{
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if (dir->change_dir(config_dir) != OK) {
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dir->make_dir_recursive(config_dir);
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if (dir->change_dir(config_dir) != OK) {
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ERR_PRINT("Could not create editor config directory: " + config_dir);
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paths_valid = false;
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}
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}
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if (!dir->dir_exists("text_editor_themes")) {
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dir->make_dir("text_editor_themes");
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}
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if (!dir->dir_exists("script_templates")) {
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dir->make_dir("script_templates");
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}
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if (!dir->dir_exists("feature_profiles")) {
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dir->make_dir("feature_profiles");
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}
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}
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// Cache dir.
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{
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if (dir->change_dir(cache_dir) != OK) {
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dir->make_dir_recursive(cache_dir);
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if (dir->change_dir(cache_dir) != OK) {
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ERR_PRINT("Could not create editor cache directory: " + cache_dir);
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paths_valid = false;
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}
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}
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}
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// Validate or create project-specific editor data dir (`res://.godot`),
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// including shader cache subdir.
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Main: Fixup bogus fallback to project manager with more bolognese
WARNING: Hacks everywhere!
The logic in `main.cpp` is due a full rewrite as it's extremely hacky,
splitting argument parsing over several functions, with a mess of global state
and assumptions about what combinations of arguments or lack thereof should
mean in terms of what we want to read: game, editor, project manager, or
command line tools such as `--doctool`, `--export` or `--script`.
Until this is fully rewritten, this patch hacks things some more to ensure
that we don't fall back to the project manager in cases where it's not
warranted, and especially not *too late*, as it can mean that we haven't
properly initialized stuff like `EditorPaths` needed by the PM (which in turn
impacts what kind of path will be used for logs and the shader cache, etc...
the rabbit hole goes deep).
Fixes #41435.
Fixes #49392.
Fixes #49658.
Fixes https://github.com/godotengine/godot/issues/38202#issuecomment-773158477.
2021-06-16 19:08:29 +02:00
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if (Main::is_project_manager() || Main::is_cmdline_tool()) {
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// Nothing to create, use shared editor data dir for shader cache.
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Engine::get_singleton()->set_shader_cache_path(data_dir);
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} else {
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DirAccessRef dir_res = DirAccess::create(DirAccess::ACCESS_RESOURCES);
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if (dir_res->change_dir(project_data_dir) != OK) {
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dir_res->make_dir_recursive(project_data_dir);
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if (dir_res->change_dir(project_data_dir) != OK) {
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ERR_PRINT("Could not create project data directory (" + project_data_dir + ") in: " + dir_res->get_current_dir());
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paths_valid = false;
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}
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}
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Engine::get_singleton()->set_shader_cache_path(project_data_dir);
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// Editor metadata dir.
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if (!dir_res->dir_exists("editor")) {
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dir_res->make_dir("editor");
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}
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// Imported assets dir.
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if (!dir_res->dir_exists(ProjectSettings::IMPORTED_FILES_PATH)) {
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dir_res->make_dir(ProjectSettings::IMPORTED_FILES_PATH);
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}
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}
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}
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