1074017f04
- EditorSettings: Ensure that `create()` makes a valid singleton. Fixes #49179, fixes #49450. - EditorPaths: Cleanup code, properly set `paths_valid`. - EditorPaths: Move more paths validation (check, mkdir) from EditorSettings for a better separation of concerns. - EditorPaths: Move EditorFileSystem creation of `.godot/imported` next to other paths.
215 lines
7.4 KiB
C++
215 lines
7.4 KiB
C++
/*************************************************************************/
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/* editor_paths.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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 "editor_paths.h"
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#include "core/config/engine.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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#include "main/main.h" // For `is_project_manager`.
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EditorPaths *EditorPaths::singleton = nullptr;
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bool EditorPaths::are_paths_valid() const {
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return paths_valid;
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}
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String EditorPaths::get_data_dir() const {
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return data_dir;
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}
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String EditorPaths::get_config_dir() const {
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return config_dir;
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}
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String EditorPaths::get_cache_dir() const {
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return cache_dir;
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}
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String EditorPaths::get_project_data_dir() const {
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return project_data_dir;
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}
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bool EditorPaths::is_self_contained() const {
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return self_contained;
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}
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String EditorPaths::get_self_contained_file() const {
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return self_contained_file;
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}
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void EditorPaths::create() {
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ERR_FAIL_COND(singleton != nullptr);
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memnew(EditorPaths());
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}
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void EditorPaths::free() {
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ERR_FAIL_COND(singleton == nullptr);
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memdelete(singleton);
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}
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void EditorPaths::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_data_dir"), &EditorPaths::get_data_dir);
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ClassDB::bind_method(D_METHOD("get_config_dir"), &EditorPaths::get_config_dir);
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ClassDB::bind_method(D_METHOD("get_cache_dir"), &EditorPaths::get_cache_dir);
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ClassDB::bind_method(D_METHOD("is_self_contained"), &EditorPaths::is_self_contained);
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ClassDB::bind_method(D_METHOD("get_self_contained_file"), &EditorPaths::get_self_contained_file);
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}
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EditorPaths::EditorPaths() {
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singleton = this;
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// Self-contained mode if a `._sc_` or `_sc_` file is present in executable dir.
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String exe_path = OS::get_singleton()->get_executable_path().get_base_dir();
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{
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DirAccessRef d = DirAccess::create_for_path(exe_path);
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if (d->file_exists(exe_path + "/._sc_")) {
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self_contained = true;
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self_contained_file = exe_path + "/._sc_";
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} else if (d->file_exists(exe_path + "/_sc_")) {
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self_contained = true;
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self_contained_file = exe_path + "/_sc_";
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}
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}
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String data_path;
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String config_path;
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String cache_path;
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if (self_contained) {
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// editor is self contained, all in same folder
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data_path = exe_path;
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data_dir = data_path.plus_file("editor_data");
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config_path = exe_path;
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config_dir = data_dir;
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cache_path = exe_path;
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cache_dir = data_dir.plus_file("cache");
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} else {
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// Typically XDG_DATA_HOME or %APPDATA%.
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data_path = OS::get_singleton()->get_data_path();
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data_dir = data_path.plus_file(OS::get_singleton()->get_godot_dir_name());
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// Can be different from data_path e.g. on Linux or macOS.
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config_path = OS::get_singleton()->get_config_path();
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config_dir = config_path.plus_file(OS::get_singleton()->get_godot_dir_name());
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// Can be different from above paths, otherwise a subfolder of data_dir.
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cache_path = OS::get_singleton()->get_cache_path();
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if (cache_path == data_path) {
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cache_dir = data_dir.plus_file("cache");
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} else {
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cache_dir = cache_path.plus_file(OS::get_singleton()->get_godot_dir_name());
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}
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}
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paths_valid = (data_path != "" && config_path != "" && cache_path != "");
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ERR_FAIL_COND_MSG(!paths_valid, "Editor data, config, or cache paths are invalid.");
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// Validate or create each dir and its relevant subdirectories.
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DirAccessRef dir = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
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// Data dir.
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{
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if (dir->change_dir(data_dir) != OK) {
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dir->make_dir_recursive(data_dir);
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if (dir->change_dir(data_dir) != OK) {
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ERR_PRINT("Could not create editor data directory: " + data_dir);
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paths_valid = false;
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}
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}
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if (!dir->dir_exists("templates")) {
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dir->make_dir("templates");
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}
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}
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// Config dir.
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{
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if (dir->change_dir(config_dir) != OK) {
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dir->make_dir_recursive(config_dir);
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if (dir->change_dir(config_dir) != OK) {
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ERR_PRINT("Could not create editor config directory: " + config_dir);
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paths_valid = false;
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}
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}
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if (!dir->dir_exists("text_editor_themes")) {
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dir->make_dir("text_editor_themes");
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}
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if (!dir->dir_exists("script_templates")) {
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dir->make_dir("script_templates");
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}
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if (!dir->dir_exists("feature_profiles")) {
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dir->make_dir("feature_profiles");
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}
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}
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// Cache dir.
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{
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if (dir->change_dir(cache_dir) != OK) {
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dir->make_dir_recursive(cache_dir);
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if (dir->change_dir(cache_dir) != OK) {
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ERR_PRINT("Could not create editor cache directory: " + cache_dir);
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paths_valid = false;
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}
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}
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}
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// Validate or create project-specific editor data dir (`res://.godot`),
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// including shader cache subdir.
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if (Main::is_project_manager()) {
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// Nothing to create, use shared editor data dir for shader cache.
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Engine::get_singleton()->set_shader_cache_path(data_dir);
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} else {
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DirAccessRef dir_res = DirAccess::create(DirAccess::ACCESS_RESOURCES);
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if (dir_res->change_dir(project_data_dir) != OK) {
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dir_res->make_dir_recursive(project_data_dir);
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if (dir_res->change_dir(project_data_dir) != OK) {
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ERR_PRINT("Could not create project data directory (" + project_data_dir + ") in: " + dir_res->get_current_dir());
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paths_valid = false;
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}
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}
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Engine::get_singleton()->set_shader_cache_path(project_data_dir);
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// Editor metadata dir.
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if (!dir_res->dir_exists("editor")) {
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dir_res->make_dir("editor");
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}
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// Imported assets dir.
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if (!dir_res->dir_exists(ProjectSettings::IMPORTED_FILES_PATH)) {
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dir_res->make_dir(ProjectSettings::IMPORTED_FILES_PATH);
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}
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}
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print_line("paths valid: " + itos((int)paths_valid));
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}
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