8de6405288
The UWP platform port was never ported to the Godot 4.0+ API, and it's now accumulating bitrot as it doesn't compile, and thus we no longer propagate platform changes in it. So we finally remove to acknowledge this state. There's still some interest in reviving the UWP port eventually, especially as support for Direct3D 12 will soon be merged, but when that happens it will be easiest to redo it from scratch.
248 lines
8.8 KiB
C++
248 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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{ "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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