6daf4c6593
[macOS export] Fix incorrect file placement, search paths and architecture detection. [macOS export] Automatically detect executable files and set +x flag. [macOS export] Automatically apply "Disable Library Validation" entitlements when required. [macOS export] Remove old Mono export code. Fix folder tree creation for shared objects export. Add arch suffix to the exported .NET "data" folder name. Remove old Mono code from .NET "data" folder lookup.
191 lines
6.6 KiB
C++
191 lines
6.6 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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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 "godotsharp_dirs.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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#ifdef ANDROID_ENABLED
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#include "mono_gd/support/android_support.h"
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#endif
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#include "mono_gd/gd_mono.h"
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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;
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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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// On macOS, look outside .app bundle, since .app bundle is read-only.
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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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}
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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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} else {
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settings_path = OS::get_singleton()->get_data_path().path_join(OS::get_singleton()->get_godot_dir_name());
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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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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 arch = Engine::get_singleton()->get_architecture_name();
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String appname = ProjectSettings::get_singleton()->get("application/config/name");
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String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
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String data_dir_root = exe_dir.path_join("data_" + appname_safe + "_" + arch);
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if (!DirAccess::exists(data_dir_root)) {
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data_dir_root = exe_dir.path_join("data_Godot_" + arch);
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}
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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 + "_" + arch);
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}
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if (!DirAccess::exists(data_dir_root)) {
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data_dir_root = res_dir.path_join("data_Godot_" + arch);
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}
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#endif
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api_assemblies_dir = data_dir_root;
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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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