|
@@ -307,10 +307,16 @@ void ProjectSettings::_convert_to_last_version(int p_from_version) {
|
|
|
* using the following merit order:
|
|
|
* - If using NetworkClient, try to lookup project file or fail.
|
|
|
* - If --main-pack was passed by the user (`p_main_pack`), load it or fail.
|
|
|
- * - Search for .pck file matching binary name. There are two possibilities:
|
|
|
- * o exec_path.get_basename() + '.pck' (e.g. 'win_game.exe' -> 'win_game.pck')
|
|
|
- * o exec_path + '.pck' (e.g. 'linux_game' -> 'linux_game.pck')
|
|
|
- * For each tentative, if the file exists, load it or fail.
|
|
|
+ * - Search for project PCKs automatically. For each step we try loading a potential
|
|
|
+ * PCK, and if it doesn't work, we proceed to the next step. If any step succeeds,
|
|
|
+ * we try loading the project settings, and abort if it fails. Steps:
|
|
|
+ * o Bundled PCK in the executable.
|
|
|
+ * o [macOS only] PCK with same basename as the binary in the .app resource dir.
|
|
|
+ * o PCK with same basename as the binary in the binary's directory. We handle both
|
|
|
+ * changing the extension to '.pck' (e.g. 'win_game.exe' -> 'win_game.pck') and
|
|
|
+ * appending '.pck' to the binary name (e.g. 'linux_game' -> 'linux_game.pck').
|
|
|
+ * o PCK with the same basename as the binary in the current working directory.
|
|
|
+ * Same as above for the two possible PCK file names.
|
|
|
* - On relevant platforms (Android/iOS), lookup project file in OS resource path.
|
|
|
* If found, load it or fail.
|
|
|
* - Lookup project file in passed `p_path` (--path passed by the user), i.e. we
|
|
@@ -354,65 +360,68 @@ Error ProjectSettings::_setup(const String &p_path, const String &p_main_pack, b
|
|
|
String exec_path = OS::get_singleton()->get_executable_path();
|
|
|
|
|
|
if (exec_path != "") {
|
|
|
- // Attempt with exec_name.pck
|
|
|
- // (This is the usual case when distributing a Godot game.)
|
|
|
+ // We do several tests sequentially until one succeeds to find a PCK,
|
|
|
+ // and if so we attempt loading it at the end.
|
|
|
|
|
|
- // Based on the OS, it can be the exec path + '.pck' (Linux w/o extension, macOS in .app bundle)
|
|
|
- // or the exec path's basename + '.pck' (Windows).
|
|
|
- // We need to test both possibilities as extensions for Linux binaries are optional
|
|
|
- // (so both 'mygame.bin' and 'mygame' should be able to find 'mygame.pck').
|
|
|
+ // Attempt with PCK bundled into executable.
|
|
|
+ bool found = _load_resource_pack(exec_path);
|
|
|
|
|
|
+ // Attempt with exec_name.pck.
|
|
|
+ // (This is the usual case when distributing a Godot game.)
|
|
|
String exec_dir = exec_path.get_base_dir();
|
|
|
String exec_filename = exec_path.get_file();
|
|
|
String exec_basename = exec_filename.get_basename();
|
|
|
|
|
|
- // Attempt with PCK bundled into executable
|
|
|
- bool found = _load_resource_pack(exec_path);
|
|
|
+ // Based on the OS, it can be the exec path + '.pck' (Linux w/o extension, macOS in .app bundle)
|
|
|
+ // or the exec path's basename + '.pck' (Windows).
|
|
|
+ // We need to test both possibilities as extensions for Linux binaries are optional
|
|
|
+ // (so both 'mygame.bin' and 'mygame' should be able to find 'mygame.pck').
|
|
|
|
|
|
#ifdef OSX_ENABLED
|
|
|
if (!found) {
|
|
|
- // Attempt to load PCK from macOS .app bundle resources
|
|
|
+ // Attempt to load PCK from macOS .app bundle resources.
|
|
|
found = _load_resource_pack(OS::get_singleton()->get_bundle_resource_dir().plus_file(exec_basename + ".pck"));
|
|
|
}
|
|
|
#endif
|
|
|
|
|
|
if (!found) {
|
|
|
- // Try to load data pack at the location of the executable
|
|
|
- // As mentioned above, we have two potential names to attempt
|
|
|
+ // Try to load data pack at the location of the executable.
|
|
|
+ // As mentioned above, we have two potential names to attempt.
|
|
|
found = _load_resource_pack(exec_dir.plus_file(exec_basename + ".pck")) || _load_resource_pack(exec_dir.plus_file(exec_filename + ".pck"));
|
|
|
+ }
|
|
|
|
|
|
- if (!found) {
|
|
|
- // If we couldn't find them next to the executable, we attempt
|
|
|
- // the current working directory. Same story, two tests.
|
|
|
- found = _load_resource_pack(exec_basename + ".pck") || _load_resource_pack(exec_filename + ".pck");
|
|
|
- }
|
|
|
+ if (!found) {
|
|
|
+ // If we couldn't find them next to the executable, we attempt
|
|
|
+ // the current working directory. Same story, two tests.
|
|
|
+ found = _load_resource_pack(exec_basename + ".pck") || _load_resource_pack(exec_filename + ".pck");
|
|
|
}
|
|
|
|
|
|
- // If we opened our package, try and load our project
|
|
|
+ // If we opened our package, try and load our project.
|
|
|
if (found) {
|
|
|
Error err = _load_settings_text_or_binary("res://project.godot", "res://project.binary");
|
|
|
if (err == OK) {
|
|
|
- // Load override from location of executable
|
|
|
- // Optional, we don't mind if it fails
|
|
|
+ // Load override from location of the executable.
|
|
|
+ // Optional, we don't mind if it fails.
|
|
|
_load_settings_text(exec_path.get_base_dir().plus_file("override.cfg"));
|
|
|
}
|
|
|
return err;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
- // Try to use the filesystem for files, according to OS. (only Android -when reading from pck- and iOS use this)
|
|
|
+ // Try to use the filesystem for files, according to OS.
|
|
|
+ // (Only Android -when reading from pck- and iOS use this.)
|
|
|
|
|
|
if (OS::get_singleton()->get_resource_dir() != "") {
|
|
|
// OS will call ProjectSettings->get_resource_path which will be empty if not overridden!
|
|
|
// If the OS would rather use a specific location, then it will not be empty.
|
|
|
resource_path = OS::get_singleton()->get_resource_dir().replace("\\", "/");
|
|
|
if (resource_path != "" && resource_path[resource_path.length() - 1] == '/') {
|
|
|
- resource_path = resource_path.substr(0, resource_path.length() - 1); // chop end
|
|
|
+ resource_path = resource_path.substr(0, resource_path.length() - 1); // Chop end.
|
|
|
}
|
|
|
|
|
|
Error err = _load_settings_text_or_binary("res://project.godot", "res://project.binary");
|
|
|
if (err == OK) {
|
|
|
- // Optional, we don't mind if it fails
|
|
|
+ // Optional, we don't mind if it fails.
|
|
|
_load_settings_text("res://override.cfg");
|
|
|
}
|
|
|
return err;
|
|
@@ -433,7 +442,7 @@ Error ProjectSettings::_setup(const String &p_path, const String &p_main_pack, b
|
|
|
while (true) {
|
|
|
err = _load_settings_text_or_binary(current_dir.plus_file("project.godot"), current_dir.plus_file("project.binary"));
|
|
|
if (err == OK) {
|
|
|
- // Optional, we don't mind if it fails
|
|
|
+ // Optional, we don't mind if it fails.
|
|
|
_load_settings_text(current_dir.plus_file("override.cfg"));
|
|
|
candidate = current_dir;
|
|
|
found = true;
|
|
@@ -452,14 +461,15 @@ Error ProjectSettings::_setup(const String &p_path, const String &p_main_pack, b
|
|
|
}
|
|
|
|
|
|
resource_path = candidate;
|
|
|
- resource_path = resource_path.replace("\\", "/"); // windows path to unix path just in case
|
|
|
+ resource_path = resource_path.replace("\\", "/"); // Windows path to Unix path just in case.
|
|
|
memdelete(d);
|
|
|
|
|
|
if (!found)
|
|
|
return err;
|
|
|
|
|
|
- if (resource_path.length() && resource_path[resource_path.length() - 1] == '/')
|
|
|
- resource_path = resource_path.substr(0, resource_path.length() - 1); // chop end
|
|
|
+ if (resource_path.length() && resource_path[resource_path.length() - 1] == '/') {
|
|
|
+ resource_path = resource_path.substr(0, resource_path.length() - 1); // Chop end.
|
|
|
+ }
|
|
|
|
|
|
return OK;
|
|
|
}
|