/*************************************************************************/ /* javascript_tools_editor_plugin.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. */ /*************************************************************************/ #if defined(TOOLS_ENABLED) && defined(JAVASCRIPT_ENABLED) #include "javascript_tools_editor_plugin.h" #include "core/config/engine.h" #include "core/config/project_settings.h" #include "core/io/dir_access.h" #include "core/io/file_access.h" #include "core/os/time.h" #include "editor/editor_node.h" #include // JavaScript functions defined in library_godot_editor_tools.js extern "C" { extern void godot_js_os_download_buffer(const uint8_t *p_buf, int p_buf_size, const char *p_name, const char *p_mime); } static void _javascript_editor_init_callback() { EditorNode::get_singleton()->add_editor_plugin(memnew(JavaScriptToolsEditorPlugin(EditorNode::get_singleton()))); } void JavaScriptToolsEditorPlugin::initialize() { EditorNode::add_init_callback(_javascript_editor_init_callback); } JavaScriptToolsEditorPlugin::JavaScriptToolsEditorPlugin(EditorNode *p_editor) { add_tool_menu_item("Download Project Source", callable_mp(this, &JavaScriptToolsEditorPlugin::_download_zip)); } void JavaScriptToolsEditorPlugin::_download_zip(Variant p_v) { if (!Engine::get_singleton() || !Engine::get_singleton()->is_editor_hint()) { ERR_PRINT("Downloading the project as a ZIP archive is only available in Editor mode."); return; } String resource_path = ProjectSettings::get_singleton()->get_resource_path(); FileAccess *src_f; zlib_filefunc_def io = zipio_create_io_from_file(&src_f); // Name the downloded ZIP file to contain the project name and download date for easier organization. // Replace characters not allowed (or risky) in Windows file names with safe characters. // In the project name, all invalid characters become an empty string so that a name // like "Platformer 2: Godette's Revenge" becomes "platformer_2-_godette-s_revenge". const String project_name = GLOBAL_GET("application/config/name"); const String project_name_safe = project_name.to_lower().replace(" ", "_"); const String datetime_safe = Time::get_singleton()->get_datetime_string_from_system(false, true).replace(" ", "_"); const String output_name = OS::get_singleton()->get_safe_dir_name(vformat("%s_%s.zip")); const String output_path = String("/tmp").plus_file(output_name); zipFile zip = zipOpen2(output_path.utf8().get_data(), APPEND_STATUS_CREATE, nullptr, &io); const String base_path = resource_path.substr(0, resource_path.rfind("/")) + "/"; _zip_recursive(resource_path, base_path, zip); zipClose(zip, nullptr); FileAccess *f = FileAccess::open(output_path, FileAccess::READ); ERR_FAIL_COND_MSG(!f, "Unable to create ZIP file."); Vector buf; buf.resize(f->get_length()); f->get_buffer(buf.ptrw(), buf.size()); godot_js_os_download_buffer(buf.ptr(), buf.size(), output_name.utf8().get_data(), "application/zip"); f->close(); memdelete(f); // Remove the temporary file since it was sent to the user's native filesystem as a download. DirAccess::remove_file_or_error(output_path); } void JavaScriptToolsEditorPlugin::_zip_file(String p_path, String p_base_path, zipFile p_zip) { FileAccess *f = FileAccess::open(p_path, FileAccess::READ); if (!f) { WARN_PRINT("Unable to open file for zipping: " + p_path); return; } Vector data; uint64_t len = f->get_length(); data.resize(len); f->get_buffer(data.ptrw(), len); f->close(); memdelete(f); String path = p_path.replace_first(p_base_path, ""); zipOpenNewFileInZip(p_zip, path.utf8().get_data(), nullptr, nullptr, 0, nullptr, 0, nullptr, Z_DEFLATED, Z_DEFAULT_COMPRESSION); zipWriteInFileInZip(p_zip, data.ptr(), data.size()); zipCloseFileInZip(p_zip); } void JavaScriptToolsEditorPlugin::_zip_recursive(String p_path, String p_base_path, zipFile p_zip) { DirAccess *dir = DirAccess::open(p_path); if (!dir) { WARN_PRINT("Unable to open directory for zipping: " + p_path); return; } dir->list_dir_begin(); String cur = dir->get_next(); String project_data_dir_name = ProjectSettings::get_singleton()->get_project_data_dir_name(); while (!cur.is_empty()) { String cs = p_path.plus_file(cur); if (cur == "." || cur == ".." || cur == project_data_dir_name) { // Skip } else if (dir->current_is_dir()) { String path = cs.replace_first(p_base_path, "") + "/"; zipOpenNewFileInZip(p_zip, path.utf8().get_data(), nullptr, nullptr, 0, nullptr, 0, nullptr, Z_DEFLATED, Z_DEFAULT_COMPRESSION); zipCloseFileInZip(p_zip); _zip_recursive(cs, p_base_path, p_zip); } else { _zip_file(cs, p_base_path, p_zip); } cur = dir->get_next(); } } #endif