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Export: Add dedicated --export-pack option to export data pack

The previous behavior relying on the provided extension was problematic
on macOS since .zip is the main extension used for the full project
export (binary + data pack).

We add a dedicated `--export-pack` command line option to define when
only the data pack should be exported. Its extension will still be
inferred from the path.

Fixes #23073.
Rémi Verschelde 5 年 前
コミット
7c29ce4375
3 ファイル変更21 行追加19 行削除
  1. 3 5
      editor/editor_node.cpp
  2. 2 1
      editor/editor_node.h
  3. 16 13
      main/main.cpp

+ 3 - 5
editor/editor_node.cpp

@@ -585,10 +585,7 @@ void EditorNode::_fs_changed() {
 				export_error = vformat("Export preset '%s' doesn't have a matching platform.", preset_name);
 			} else {
 				Error err = OK;
-				// FIXME: This way to export only resources .pck or .zip is pretty hacky
-				// and undocumented, and might be problematic for platforms where .zip is
-				// a valid project export format (e.g. macOS).
-				if (export_defer.path.ends_with(".pck") || export_defer.path.ends_with(".zip")) {
+				if (export_defer.pack_only) { // Only export .pck or .zip data pack.
 					if (export_defer.path.ends_with(".zip")) {
 						err = platform->export_zip(preset, export_defer.debug, export_defer.path);
 					} else if (export_defer.path.ends_with(".pck")) {
@@ -3942,11 +3939,12 @@ void EditorNode::_editor_file_dialog_unregister(EditorFileDialog *p_dialog) {
 
 Vector<EditorNodeInitCallback> EditorNode::_init_callbacks;
 
-Error EditorNode::export_preset(const String &p_preset, const String &p_path, bool p_debug) {
+Error EditorNode::export_preset(const String &p_preset, const String &p_path, bool p_debug, bool p_pack_only) {
 
 	export_defer.preset = p_preset;
 	export_defer.path = p_path;
 	export_defer.debug = p_debug;
+	export_defer.pack_only = p_pack_only;
 	disable_progress_dialog = true;
 	return OK;
 }

+ 2 - 1
editor/editor_node.h

@@ -558,6 +558,7 @@ private:
 		String preset;
 		String path;
 		bool debug;
+		bool pack_only;
 	} export_defer;
 
 	bool disable_progress_dialog;
@@ -779,7 +780,7 @@ public:
 
 	void _copy_warning(const String &p_str);
 
-	Error export_preset(const String &p_preset, const String &p_path, bool p_debug);
+	Error export_preset(const String &p_preset, const String &p_path, bool p_debug, bool p_pack_only);
 
 	static void register_editor_types();
 	static void unregister_editor_types();

+ 16 - 13
main/main.cpp

@@ -287,9 +287,9 @@ void Main::print_help(const char *p_binary) {
 	OS::get_singleton()->print("  --check-only                     Only parse for errors and quit (use with --script).\n");
 #ifdef TOOLS_ENABLED
 	OS::get_singleton()->print("  --export <preset> <path>         Export the project using the given preset and matching release template. The preset name should match one defined in export_presets.cfg.\n");
-	OS::get_singleton()->print("                                   <path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe').\n");
-	OS::get_singleton()->print("                                   The target directory should exist. Only the data pack is exported if <path> ends with .pck or .zip.\n");
+	OS::get_singleton()->print("                                   <path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe'). The target directory should exist.\n");
 	OS::get_singleton()->print("  --export-debug <preset> <path>   Same as --export, but using the debug template.\n");
+	OS::get_singleton()->print("  --export-pack <preset> <path>    Same as --export, but only export the game pack for the given preset. The <path> extension determines whether it will be in PCK or ZIP format.\n");
 	OS::get_singleton()->print("  --doctool <path>                 Dump the engine API reference to the given <path> in XML format, merging if existing files are found.\n");
 	OS::get_singleton()->print("  --no-docbase                     Disallow dumping the base types (used with --doctool).\n");
 	OS::get_singleton()->print("  --build-solutions                Build the scripting solutions (e.g. for C# projects).\n");
@@ -675,7 +675,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
 			// We still pass it to the main arguments since the argument handling itself is not done in this function
 			main_args.push_back(I->get());
 #endif
-		} else if (I->get() == "--export" || I->get() == "--export-debug") { // Export project
+		} else if (I->get() == "--export" || I->get() == "--export-debug" || I->get() == "--export-pack") { // Export project
 
 			editor = true;
 			main_args.push_back(I->get());
@@ -1395,15 +1395,17 @@ bool Main::start() {
 	bool hasicon = false;
 	String doc_tool;
 	List<String> removal_docs;
-#ifdef TOOLS_ENABLED
-	bool doc_base = true;
-#endif
 	String game_path;
 	String script;
 	String test;
+	bool check_only = false;
+
+#ifdef TOOLS_ENABLED
+	bool doc_base = true;
 	String _export_preset;
 	bool export_debug = false;
-	bool check_only = false;
+	bool export_pack_only = false;
+#endif
 
 	main_timer_sync.init(OS::get_singleton()->get_ticks_usec());
 
@@ -1442,6 +1444,10 @@ bool Main::start() {
 				editor = true; //needs editor
 				_export_preset = args[i + 1];
 				export_debug = true;
+			} else if (args[i] == "--export-pack") {
+				editor = true;
+				_export_preset = args[i + 1];
+				export_pack_only = true;
 #endif
 			} else {
 				// The parameter does not match anything known, don't skip the next argument
@@ -1511,18 +1517,15 @@ bool Main::start() {
 		return false;
 	}
 
-#endif
-
 	if (_export_preset != "") {
 		if (game_path == "") {
-			String err = "Command line parameter ";
-			err += export_debug ? "--export-debug" : "--export";
-			err += " passed but no destination path given.\n";
+			String err = "Command line includes export parameter option, but no destination path was given.\n";
 			err += "Please specify the binary's file path to export to. Aborting export.";
 			ERR_PRINT(err);
 			return false;
 		}
 	}
+#endif
 
 	if (script == "" && game_path == "" && String(GLOBAL_DEF("application/run/main_scene", "")) != "") {
 		game_path = GLOBAL_DEF("application/run/main_scene", "");
@@ -1706,7 +1709,7 @@ bool Main::start() {
 			sml->get_root()->add_child(editor_node);
 
 			if (_export_preset != "") {
-				editor_node->export_preset(_export_preset, game_path, export_debug);
+				editor_node->export_preset(_export_preset, game_path, export_debug, export_pack_only);
 				game_path = ""; // Do not load anything.
 			}
 		}