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- /**************************************************************************/
- /* 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" },
- { "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, delete old data if it exists but is not up-to-date.
- Ref<DirAccess> da;
- if (DirAccess::exists(data_dir_root)) {
- da = DirAccess::open(data_dir_root);
- ERR_FAIL_COND(da.is_null());
- ERR_FAIL_COND(da->erase_contents_recursive() != OK);
- }
- da = DirAccess::create_for_path(packed_path);
- ERR_FAIL_COND(da.is_null());
- 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
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