/*************************************************************************/ /* editor_paths.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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 "editor_paths.h" #include "core/config/engine.h" #include "core/config/project_settings.h" #include "core/io/dir_access.h" #include "core/os/os.h" #include "main/main.h" // For `is_project_manager`. EditorPaths *EditorPaths::singleton = nullptr; bool EditorPaths::are_paths_valid() const { return paths_valid; } String EditorPaths::get_data_dir() const { return data_dir; } String EditorPaths::get_config_dir() const { return config_dir; } String EditorPaths::get_cache_dir() const { return cache_dir; } String EditorPaths::get_project_data_dir() const { return project_data_dir; } bool EditorPaths::is_self_contained() const { return self_contained; } String EditorPaths::get_self_contained_file() const { return self_contained_file; } void EditorPaths::create() { ERR_FAIL_COND(singleton != nullptr); memnew(EditorPaths()); } void EditorPaths::free() { ERR_FAIL_COND(singleton == nullptr); memdelete(singleton); } void EditorPaths::_bind_methods() { ClassDB::bind_method(D_METHOD("get_data_dir"), &EditorPaths::get_data_dir); ClassDB::bind_method(D_METHOD("get_config_dir"), &EditorPaths::get_config_dir); ClassDB::bind_method(D_METHOD("get_cache_dir"), &EditorPaths::get_cache_dir); ClassDB::bind_method(D_METHOD("is_self_contained"), &EditorPaths::is_self_contained); ClassDB::bind_method(D_METHOD("get_self_contained_file"), &EditorPaths::get_self_contained_file); } EditorPaths::EditorPaths() { singleton = this; project_data_dir = ProjectSettings::get_singleton()->get_project_data_path(); // 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(); { DirAccessRef 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_"; } } String data_path; String config_path; String cache_path; if (self_contained) { // editor is self contained, all in same folder data_path = exe_path; data_dir = data_path.plus_file("editor_data"); config_path = exe_path; config_dir = data_dir; cache_path = exe_path; cache_dir = data_dir.plus_file("cache"); } else { // Typically XDG_DATA_HOME or %APPDATA%. data_path = OS::get_singleton()->get_data_path(); data_dir = data_path.plus_file(OS::get_singleton()->get_godot_dir_name()); // Can be different from data_path e.g. on Linux or macOS. config_path = OS::get_singleton()->get_config_path(); config_dir = config_path.plus_file(OS::get_singleton()->get_godot_dir_name()); // Can be different from above paths, otherwise a subfolder of data_dir. cache_path = OS::get_singleton()->get_cache_path(); if (cache_path == data_path) { cache_dir = data_dir.plus_file("cache"); } else { cache_dir = cache_path.plus_file(OS::get_singleton()->get_godot_dir_name()); } } paths_valid = (data_path != "" && config_path != "" && cache_path != ""); ERR_FAIL_COND_MSG(!paths_valid, "Editor data, config, or cache paths are invalid."); // Validate or create each dir and its relevant subdirectories. DirAccessRef dir = DirAccess::create(DirAccess::ACCESS_FILESYSTEM); // Data dir. { if (dir->change_dir(data_dir) != OK) { dir->make_dir_recursive(data_dir); if (dir->change_dir(data_dir) != OK) { ERR_PRINT("Could not create editor data directory: " + data_dir); paths_valid = false; } } if (!dir->dir_exists("templates")) { dir->make_dir("templates"); } } // Config dir. { if (dir->change_dir(config_dir) != OK) { dir->make_dir_recursive(config_dir); if (dir->change_dir(config_dir) != OK) { ERR_PRINT("Could not create editor config directory: " + config_dir); paths_valid = false; } } if (!dir->dir_exists("text_editor_themes")) { dir->make_dir("text_editor_themes"); } if (!dir->dir_exists("script_templates")) { dir->make_dir("script_templates"); } if (!dir->dir_exists("feature_profiles")) { dir->make_dir("feature_profiles"); } } // Cache dir. { if (dir->change_dir(cache_dir) != OK) { dir->make_dir_recursive(cache_dir); if (dir->change_dir(cache_dir) != OK) { ERR_PRINT("Could not create editor cache directory: " + cache_dir); paths_valid = false; } } } // Validate or create project-specific editor data dir, // including shader cache subdir. if (Main::is_project_manager() || Main::is_cmdline_tool()) { // Nothing to create, use shared editor data dir for shader cache. Engine::get_singleton()->set_shader_cache_path(data_dir); } else { DirAccessRef dir_res = DirAccess::create(DirAccess::ACCESS_RESOURCES); if (dir_res->change_dir(project_data_dir) != OK) { dir_res->make_dir_recursive(project_data_dir); if (dir_res->change_dir(project_data_dir) != OK) { ERR_PRINT("Could not create project data directory (" + project_data_dir + ") in: " + dir_res->get_current_dir()); paths_valid = false; } } // Check that the project data directory '.gdignore' file exists String project_data_gdignore_file_path = project_data_dir.plus_file(".gdignore"); if (!FileAccess::exists(project_data_gdignore_file_path)) { // Add an empty .gdignore file to avoid scan. FileAccessRef f = FileAccess::open(project_data_gdignore_file_path, FileAccess::WRITE); if (f) { f->store_line(""); f->close(); } else { ERR_PRINT("Failed to create file " + project_data_gdignore_file_path); } } Engine::get_singleton()->set_shader_cache_path(project_data_dir); // Editor metadata dir. if (!dir_res->dir_exists("editor")) { dir_res->make_dir("editor"); } // Imported assets dir. String imported_files_path = ProjectSettings::get_singleton()->get_imported_files_path(); if (!dir_res->dir_exists(imported_files_path)) { dir_res->make_dir(imported_files_path); } } }