virtualx-engine/modules/mono/godotsharp_dirs.cpp
2023-08-12 09:22:49 +08:00

249 lines
8.8 KiB
C++

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