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[macOS] Re-add support for the _sc_ inside app bundle. Update docs.

bruvzg 2 years ago
parent
commit
174e0837e0
3 changed files with 25 additions and 15 deletions
  1. 3 1
      doc/classes/EditorPaths.xml
  2. 10 4
      editor/editor_paths.cpp
  3. 12 10
      modules/mono/godotsharp_dirs.cpp

+ 3 - 1
doc/classes/EditorPaths.xml

@@ -64,7 +64,9 @@
 			<return type="bool" />
 			<description>
 				Returns [code]true[/code] if the editor is marked as self-contained, [code]false[/code] otherwise. When self-contained mode is enabled, user configuration, data and cache files are saved in an [code]editor_data/[/code] folder next to the editor binary. This makes portable usage easier and ensures the Godot editor minimizes file writes outside its own folder. Self-contained mode is not available for exported projects.
-				Self-contained mode can be enabled by creating a file named [code]._sc_[/code] or [code]_sc_[/code] in the same folder as the editor binary while the editor is not running. See also [method get_self_contained_file].
+				Self-contained mode can be enabled by creating a file named [code]._sc_[/code] or [code]_sc_[/code] in the same folder as the editor binary or macOS .app bundle while the editor is not running. See also [method get_self_contained_file].
+				[b]Note:[/b] On macOS, quarantine flag should be manually removed before using self-contained mode, see [url=https://docs.godotengine.org/en/stable/tutorials/export/running_on_macos.html]Running on macOS[/url].
+				[b]Note:[/b] On macOS, placing [code]_sc_[/code] or any other file inside .app bundle will break digital signature and make it non-portable, consider placing it in the same folder as the .app bundle instead.
 				[b]Note:[/b] The Steam release of Godot uses self-contained mode by default.
 			</description>
 		</method>

+ 10 - 4
editor/editor_paths.cpp

@@ -117,14 +117,20 @@ EditorPaths::EditorPaths() {
 
 	// 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();
+	Ref<DirAccess> 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_";
+	}
 
 	// 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_path.ends_with("MacOS") && exe_path.path_join("..").simplify_path().ends_with("Contents")) {
 		exe_path = exe_path.path_join("../../..").simplify_path();
-	}
-	{
-		Ref<DirAccess> d = DirAccess::create_for_path(exe_path);
-
+		d = DirAccess::create_for_path(exe_path);
 		if (d->file_exists(exe_path + "/._sc_")) {
 			self_contained = true;
 			self_contained_file = exe_path + "/._sc_";

+ 12 - 10
modules/mono/godotsharp_dirs.cpp

@@ -66,23 +66,25 @@ String _get_mono_user_dir() {
 	if (EditorPaths::get_singleton()) {
 		return EditorPaths::get_singleton()->get_data_dir().path_join("mono");
 	} else {
-		String settings_path;
+		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();
-
-		// On macOS, look outside .app bundle, since .app bundle is read-only.
-		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();
-		}
-
 		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");
-		} else {
-			settings_path = OS::get_singleton()->get_data_path().path_join(OS::get_singleton()->get_godot_dir_name());
+		}
+
+		// 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");