Commit Graph

106 Commits

Author SHA1 Message Date
Hugo Locurcio 785af45d8e
Disable colored console output when standard output isn't a TTY
This prevents Godot from writing ANSI escape codes when redirecting
stdout and stderr to a file.
2020-01-04 04:04:08 +01:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
bruvzg 7b64340eb0
Fix compilation warnings in macOS build, enable `warnings=extra werror=yes` for macOS CI. 2019-10-24 20:37:56 +03:00
Kanabenki add91724e6 Fix casting to uint64_t when returning unix system time 2019-10-01 11:44:26 +02:00
Ruslan Mullayanov b4c927b514 Added an exit code to the blocking mode of OS::execute
Updated documentation accordingly.

Fixes #31881.
2019-09-26 08:12:07 +02:00
qarmin 17732fe698 Added some obvious errors explanations 2019-09-25 10:28:50 +02:00
Braden Bodily 71d71d55b5 Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'core/' and 'editor/'
Condensed some if and ERR statements. Added dots to end of error messages

Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?),
core/os/memory.cpp,
drivers/png/png_driver_common.cpp,
drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
2019-08-17 12:33:15 +02:00
qarmin 9a77d748c0 Fixes minor issues found by static analyzer 2019-07-07 23:08:51 +02:00
hbina085 f78baa5f93 added a const keyword for a methods that return constant literal... 2019-05-21 02:16:30 -04:00
Juan Linietsky cd4449e7ab Add FileAccess::set_unix_permissions for Unix platforms 2019-04-07 15:45:30 -03:00
Juan Linietsky 65f3a953de Remove SIGCHILD handle in OS_Unix, interferes with pclose() 2019-04-07 15:45:00 -03:00
Fabio Alessandrelli 0bcf0314f7 Fix jump over uninitialized value in OS Unix/X11 2019-04-09 15:12:55 +02:00
Pedro J. Estébanez 9c3ddf05cb Revert accidental commits
This reverts commit fb37284c02.
This reverts commit 4db0f51b9a.
2019-03-20 21:43:55 +01:00
Pedro J. Estébanez fb37284c02 Create class for shared memory blocks [wip] 2019-03-20 20:44:43 +01:00
Rémi Verschelde 5fc86026ca Fix typos with codespell
Using codespell 1.14.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
doubleclick
lod
nd
numer
que
te
unselect
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2019-02-13 09:23:29 +01:00
Ignacio Etcheverry 9bd9d21358 Fix OS_Unix::set_environment 2019-02-04 00:44:37 +01:00
Ignacio Etcheverry 41873ffa88 Added set_environment to OS class 2019-02-03 05:38:47 +01:00
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
volzhs 84d060c768 Added OS.get_system_time_msecs() 2018-12-20 18:50:50 +09:00
Leon Krause 5c2c47a174 Add proper stubs for OS_JavaScript::execute(), get_process_id(), kill()
Avoids linker warnings and errors about undefined references.
2018-10-29 21:41:59 +01:00
Fabio Alessandrelli 5393e7310d Avoid possible overflow in OS_Unix readlink
Also fix [-Wunused-result]
2018-10-07 12:56:07 +02:00
Marcelo Fernandez d0a5ac577f Fix OS X get_ticks_usec return value after #22424 2018-09-30 13:06:46 -03:00
Fabio Alessandrelli 460e3376a4 Use monotonic clock for get_ticks_usec
Static _clock_start and _clock_setup function.
Use clock_gettime on Unix, mach_absolute_time on Mac.
2018-09-29 21:54:48 +02:00
Fabio Alessandrelli 01c3c1a07b Properly initialize Winsock on startup
Also fix typo in _get_last_error which caused Winsock connect to fail.
2018-09-13 16:05:47 +02:00
Fabio Alessandrelli 30327872e0 Unify StreamPeerTCP/TCP_Server with NetSocket API 2018-09-12 15:56:20 +02:00
Fabio Alessandrelli 1b99806b47 Unify PacketPeerUDP using NetSocket 2018-09-12 15:56:16 +02:00
Rémi Verschelde 277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
Rémi Verschelde 72996df656
Revert "Try closing gracefully before terminating process" 2018-08-27 17:32:43 +02:00
Marcin Zawiejski ca1c851dbd Try closing gracefully before terminating process
Use a Microsoft recommended way of process termination for the project
process run from the editor. This allows loaded DLLs to receive and handle
DLL_PROCESS_DETACH notification and cleanup any global state before the
process actually exits.
2018-08-20 22:41:06 +02:00
bruvzg ce64c2a32e
Fix Linux/X11 build on ARMs. 2018-05-11 17:34:43 +03:00
Blazej Floch c45f44d856 Local debugger fixes and extensions
- Adds q/quit option to console debugging
- Adds options (variable_prefix)
- Breaks into debugger with Ctrl-C in local debug mode (Unix/Windows)
- Added option to list all breakpoints
- Fixes add/remove breakpoint bug (invalid path parsing)
- Minor cleanup
2018-05-07 23:17:06 -04:00
Robin Hübner 8287441955 GDNative Unix: fix shared lib loading, dlopen expects leading ./ to interpret as relative path. 2018-04-28 14:36:35 +02:00
Leon Krause 25800ffb0e Add RWLockDummy for NO_THREADS builds 2018-03-20 05:37:42 +01:00
Marcelo Fernandez d780d774aa Clean and expose get_audio/video_driver_* funcs on OS class 2018-03-04 14:18:05 -03:00
Artem Varaksa d35e486228 Clean up some bad words from code comments 2018-02-17 16:00:39 +03:00
sambler 384055c86f Fix use of execvp, earlier fix was short sighted and only worked
when godot could be found in PATH.
The correct fix is to use sysctl to get the path to the current executable
this also fixes the ability to call external commands.
2018-01-08 12:07:28 +10:30
Rémi Verschelde e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
Juan Linietsky 6e2ed15ff1 Add support from properly exporting shared objects, needed for GDNative export 2018-01-04 15:43:06 -03:00
Rémi Verschelde d65ac7378c Fix crash in OS::execute on FreeBSD
As spotted by @robfram, closes #15288.
Also reviewed other uses of `if (String.find(.*))` for potential similar mistakes, found a wrong (and useless) one in ScriptEditorDialog.
2018-01-04 01:20:20 +01:00
Rémi Verschelde b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Rémi Verschelde 7908dc322a Drop unused OS_Unix::has_data and related logic
Closes #5536.
2017-12-10 17:05:24 +01:00
Rémi Verschelde d5ca9e2f6f Style: Apply clang-format again on all files
Fixes issues introduced by newer clang-format versions or commits
pushed directly without using the clang-format pre-commit hook.
2017-12-07 08:02:00 +01:00
Juan Linietsky 9678231b10 Changed the dynamic library open function to allow setting the path of the library to open extra libraries. 2017-11-30 10:00:55 -03:00
Rémi Verschelde af9c67db0c Allow customizing user:// path (folder in OS::get_data_path())
This allows to specify any valid folder name (including with subfolders) to use
as user:// on all platforms. The folder is constrained to the platform-specific
OS::get_data_path() (typically what `XDG_DATA_HOME` resolves to).

Fixes #13236.
2017-11-26 19:02:32 +01:00
Ruslan Mustakov d42c5646a5 Return and repair file logging
And make it configurable, too.
2017-11-21 16:43:44 +07:00
Rémi Verschelde 32c12a92a5 Add initial support for the XDG Base Directory spec
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).

Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
  ~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
  ~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
  ~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows

So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.

Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.

user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.

For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.

Part of #3513.
2017-11-19 20:54:24 +01:00
Rémi Verschelde 73049d115e Rename OS::get_data_dir to OS::get_user_data_dir
Will be needed to avoid confusion with system data path (XDG_DATA_HOME)
and editor data dir in upcoming refactoring.
2017-11-17 20:55:09 +01:00
Rémi Verschelde 87694d1884 Disable logging until the logs location is sorted out
Temporary workaround for #12277.
2017-10-29 15:50:27 +01:00
Elia Argentieri 600efa0346 Use execvp instead of execv to allow OS.execute() to search through PATH.
Fix #12003.
2017-10-11 01:07:27 +02:00
Marcelo Fernandez 4b695c3bdf OS::execute can now read from stderr too when executing with a pipe 2017-10-03 15:09:04 -03:00