Improve PCK loading filename handling

This commit is contained in:
Aaron Franke 2022-03-25 00:43:36 -05:00
parent 2e14492879
commit f608b4e68b
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GPG key ID: 40A1750B977E56BF
2 changed files with 33 additions and 27 deletions

View file

@ -510,6 +510,36 @@ void ProjectSettings::_convert_to_last_version(int p_from_version) {
}
}
bool ProjectSettings::_attempt_load_from_separate_pack(const String &p_exec_path) {
String exec_dir = p_exec_path.get_base_dir();
String exec_filename = p_exec_path.get_file();
while (true) {
#ifdef MACOS_ENABLED
// Attempt to load PCK from macOS .app bundle resources.
if (_load_resource_pack(OS::get_singleton()->get_bundle_resource_dir().path_join(exec_filename + ".pck"))) {
return true;
}
#endif
// Attempt to load data pack at the location of the executable.
if (_load_resource_pack(exec_dir.path_join(exec_filename + ".pck"))) {
return true;
}
// Lastly, attempt to load the PCK from the current working directory.
if (_load_resource_pack(exec_filename + ".pck")) {
return true;
}
if (exec_filename.contains(".")) {
// If we still haven't found the PCK, and there is an
// extension to strip, we strip and try again.
exec_filename = exec_filename.get_basename();
} else {
// If we still haven't found the PCK, and there are no
// more extensions to strip, we give up.
return false;
}
}
}
/*
* This method is responsible for loading a project.godot file and/or data file
* using the following merit order:
@ -569,34 +599,9 @@ Error ProjectSettings::_setup(const String &p_path, const String &p_main_pack, b
// Attempt with PCK bundled into executable.
bool found = _load_resource_pack(exec_path);
// Attempt with exec_name.pck.
// (This is the usual case when distributing a Godot game.)
String exec_dir = exec_path.get_base_dir();
String exec_filename = exec_path.get_file();
String exec_basename = exec_filename.get_basename();
// 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').
#ifdef MACOS_ENABLED
// Attempt to load from a separate PCK (the more usual case).
if (!found) {
// Attempt to load PCK from macOS .app bundle resources.
found = _load_resource_pack(OS::get_singleton()->get_bundle_resource_dir().path_join(exec_basename + ".pck")) || _load_resource_pack(OS::get_singleton()->get_bundle_resource_dir().path_join(exec_filename + ".pck"));
}
#endif
if (!found) {
// Try to load data pack at the location of the executable.
// As mentioned above, we have two potential names to attempt.
found = _load_resource_pack(exec_dir.path_join(exec_basename + ".pck")) || _load_resource_pack(exec_dir.path_join(exec_filename + ".pck"));
}
if (!found) {
// If we couldn't find them next to the executable, we attempt
// the current working directory. Same story, two tests.
found = _load_resource_pack(exec_basename + ".pck") || _load_resource_pack(exec_filename + ".pck");
found = _attempt_load_from_separate_pack(exec_path);
}
// If we opened our package, try and load our project.

View file

@ -141,6 +141,7 @@ protected:
void _add_property_info_bind(const Dictionary &p_info);
bool _attempt_load_from_separate_pack(const String &p_exec_path);
Error _setup(const String &p_path, const String &p_main_pack, bool p_upwards = false, bool p_ignore_override = false);
void _add_builtin_input_map();