Merge pull request #73429 from bruvzg/macos_no_sc

[macOS] Re-add support for the _sc_ inside app bundle.
This commit is contained in:
Rémi Verschelde 2023-03-07 08:36:51 +01:00
commit b8126b18dc
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3 changed files with 25 additions and 15 deletions

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@ -64,7 +64,9 @@
<return type="bool" />
<description>
Returns [code]true[/code] if the editor is marked as self-contained, [code]false[/code] otherwise. When self-contained mode is enabled, user configuration, data and cache files are saved in an [code]editor_data/[/code] folder next to the editor binary. This makes portable usage easier and ensures the Godot editor minimizes file writes outside its own folder. Self-contained mode is not available for exported projects.
Self-contained mode can be enabled by creating a file named [code]._sc_[/code] or [code]_sc_[/code] in the same folder as the editor binary while the editor is not running. See also [method get_self_contained_file].
Self-contained mode can be enabled by creating a file named [code]._sc_[/code] or [code]_sc_[/code] in the same folder as the editor binary or macOS .app bundle while the editor is not running. See also [method get_self_contained_file].
[b]Note:[/b] On macOS, quarantine flag should be manually removed before using self-contained mode, see [url=https://docs.godotengine.org/en/stable/tutorials/export/running_on_macos.html]Running on macOS[/url].
[b]Note:[/b] On macOS, placing [code]_sc_[/code] or any other file inside .app bundle will break digital signature and make it non-portable, consider placing it in the same folder as the .app bundle instead.
[b]Note:[/b] The Steam release of Godot uses self-contained mode by default.
</description>
</method>

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@ -117,14 +117,20 @@ EditorPaths::EditorPaths() {
// Self-contained mode if a `._sc_` or `_sc_` file is present in executable dir.
String exe_path = OS::get_singleton()->get_executable_path().get_base_dir();
Ref<DirAccess> d = DirAccess::create_for_path(exe_path);
if (d->file_exists(exe_path + "/._sc_")) {
self_contained = true;
self_contained_file = exe_path + "/._sc_";
} else if (d->file_exists(exe_path + "/_sc_")) {
self_contained = true;
self_contained_file = exe_path + "/_sc_";
}
// 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_path.ends_with("MacOS") && exe_path.path_join("..").simplify_path().ends_with("Contents")) {
exe_path = exe_path.path_join("../../..").simplify_path();
}
{
Ref<DirAccess> d = DirAccess::create_for_path(exe_path);
d = DirAccess::create_for_path(exe_path);
if (d->file_exists(exe_path + "/._sc_")) {
self_contained = true;
self_contained_file = exe_path + "/._sc_";

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@ -66,23 +66,25 @@ String _get_mono_user_dir() {
if (EditorPaths::get_singleton()) {
return EditorPaths::get_singleton()->get_data_dir().path_join("mono");
} else {
String settings_path;
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();
// On macOS, look outside .app bundle, since .app bundle is read-only.
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();
}
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");
} else {
settings_path = OS::get_singleton()->get_data_path().path_join(OS::get_singleton()->get_godot_dir_name());
}
// 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");