Fix .pck lookup for extensionless binary names with a dot
This was not a problem on Windows as binary names are guaranteed to end with '.exe', but on Unix systems binary extensions are purely cosmetic and thus optional, which is a problem when using `get_basename()` to lookup a potential '.pck' file, as it can fail on e.g. "My Game 2.0" (#15188). To fix this, ProjectSettings::setup now checks for both basename + '.pck' and filename + '.pck'. Fixes #15188, supersedes and closes #22755. Also took the opportunity to improve documentation on this core method.
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@ -288,9 +288,28 @@ void ProjectSettings::_convert_to_last_version() {
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}
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}
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/*
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* This method is responsible for loading a project.godot file and/or data file
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* using the following merit order:
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* - If using NetworkClient, try to lookup project file or fail.
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* - If --main-pack was passed by the user (`p_main_pack`), load it or fail.
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* - Search for .pck file matching binary name. There are two possibilities:
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* o exec_path.get_basename() + '.pck' (e.g. 'win_game.exe' -> 'win_game.pck')
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* o exec_path + '.pck' (e.g. 'linux_game' -> 'linux_game.pck')
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* For each tentative, if the file exists, load it or fail.
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* - On relevant platforms (Android/iOS), lookup project file in OS resource path.
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* If found, load it or fail.
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* - Lookup project file in passed `p_path` (--path passed by the user), i.e. we
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* are running from source code.
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* If not found and `p_upwards` is true (--upwards passed by the user), look for
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* project files in parent folders up to the system root (used to run a game
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* from command line while in a subfolder).
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* If a project file is found, load it or fail.
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* If nothing was found, error out.
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*/
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Error ProjectSettings::setup(const String &p_path, const String &p_main_pack, bool p_upwards) {
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//If looking for files in network, just use network!
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// If looking for files in a network client, use it directly
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if (FileAccessNetworkClient::get_singleton()) {
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@ -302,9 +321,7 @@ Error ProjectSettings::setup(const String &p_path, const String &p_main_pack, bo
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return err;
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}
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String exec_path = OS::get_singleton()->get_executable_path();
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//Attempt with a passed main pack first
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// Attempt with a user-defined main pack first
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if (p_main_pack != "") {
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@ -320,25 +337,39 @@ Error ProjectSettings::setup(const String &p_path, const String &p_main_pack, bo
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return err;
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}
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//Attempt with execname.pck
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// Attempt with exec_name.pck
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// (This is the usual case when distributing a Godot game.)
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// Based on the OS, it can be the exec path + '.pck' (Linux w/o extension, macOS in .app bundle)
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// or the exec path's basename + '.pck' (Windows).
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// We need to test both possibilities as extensions for Linux binaries are optional
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// (so both 'mygame.bin' and 'mygame' should be able to find 'mygame.pck').
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String exec_path = OS::get_singleton()->get_executable_path();
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if (exec_path != "") {
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bool found = false;
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// get our filename without our path (note, using exec_path.get_file before get_basename anymore because not all file systems have dots in their file names!)
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String filebase_name = exec_path.get_file().get_basename();
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String exec_dir = exec_path.get_base_dir();
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String exec_filename = exec_path.get_file();
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String exec_basename = exec_filename.get_basename();
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// try to open at the location of executable
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String datapack_name = exec_path.get_base_dir().plus_file(filebase_name) + ".pck";
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if (_load_resource_pack(datapack_name)) {
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// Try to load data pack at the location of the executable
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// As mentioned above, we have two potential names to attempt
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if (_load_resource_pack(exec_dir.plus_file(exec_basename + ".pck")) ||
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_load_resource_pack(exec_dir.plus_file(exec_filename + ".pck"))) {
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found = true;
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} else {
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datapack_name = filebase_name + ".pck";
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if (_load_resource_pack(datapack_name)) {
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// If we couldn't find them next to the executable, we attempt
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// the current working directory. Same story, two tests.
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if (_load_resource_pack(exec_basename + ".pck") ||
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_load_resource_pack(exec_filename + ".pck")) {
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found = true;
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}
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}
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// if we opened our package, try and load our project...
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// If we opened our package, try and load our project
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if (found) {
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Error err = _load_settings_text_or_binary("res://project.godot", "res://project.binary");
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if (err == OK) {
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@ -350,17 +381,15 @@ Error ProjectSettings::setup(const String &p_path, const String &p_main_pack, bo
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}
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}
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//Try to use the filesystem for files, according to OS. (only Android -when reading from pck- and iOS use this)
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// Try to use the filesystem for files, according to OS. (only Android -when reading from pck- and iOS use this)
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if (OS::get_singleton()->get_resource_dir() != "") {
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//OS will call Globals->get_resource_path which will be empty if not overridden!
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//if the OS would rather use somewhere else, then it will not be empty.
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// OS will call ProjectSettings->get_resource_path which will be empty if not overridden!
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// If the OS would rather use a specific location, then it will not be empty.
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resource_path = OS::get_singleton()->get_resource_dir().replace("\\", "/");
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if (resource_path.length() && resource_path[resource_path.length() - 1] == '/')
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if (resource_path != "" && resource_path[resource_path.length() - 1] == '/') {
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resource_path = resource_path.substr(0, resource_path.length() - 1); // chop end
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// data.pck and data.zip are deprecated and no longer supported, apologies.
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// make sure this is loaded from the resource path
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}
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Error err = _load_settings_text_or_binary("res://project.godot", "res://project.binary");
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if (err == OK) {
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@ -371,21 +400,19 @@ Error ProjectSettings::setup(const String &p_path, const String &p_main_pack, bo
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return err;
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}
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//Nothing was found, try to find a project.godot somewhere!
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// Nothing was found, try to find a project file in provided path (`p_path`)
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// or, if requested (`p_upwards`) in parent directories.
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DirAccess *d = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
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ERR_FAIL_COND_V(!d, ERR_CANT_CREATE);
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d->change_dir(p_path);
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String candidate = d->get_current_dir();
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String current_dir = d->get_current_dir();
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String candidate = current_dir;
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bool found = false;
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Error err;
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while (true) {
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err = _load_settings_text_or_binary(current_dir.plus_file("project.godot"), current_dir.plus_file("project.binary"));
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if (err == OK) {
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// Optional, we don't mind if it fails
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@ -396,10 +423,10 @@ Error ProjectSettings::setup(const String &p_path, const String &p_main_pack, bo
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}
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if (p_upwards) {
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// Try to load settings ascending through dirs shape!
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// Try to load settings ascending through parent directories
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d->change_dir("..");
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if (d->get_current_dir() == current_dir)
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break; //not doing anything useful
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break; // not doing anything useful
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current_dir = d->get_current_dir();
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} else {
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break;
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@ -416,6 +443,8 @@ Error ProjectSettings::setup(const String &p_path, const String &p_main_pack, bo
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if (resource_path.length() && resource_path[resource_path.length() - 1] == '/')
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resource_path = resource_path.substr(0, resource_path.length() - 1); // chop end
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// If we're loading a project.godot from source code, we can operate some
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// ProjectSettings conversions if need be.
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_convert_to_last_version();
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return OK;
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