godotsharp_dirs.cpp 6.6 KB

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  1. /*************************************************************************/
  2. /* godotsharp_dirs.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "godotsharp_dirs.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/io/dir_access.h"
  33. #include "core/os/os.h"
  34. #ifdef TOOLS_ENABLED
  35. #include "core/version.h"
  36. #include "editor/editor_paths.h"
  37. #endif
  38. #ifdef ANDROID_ENABLED
  39. #include "mono_gd/support/android_support.h"
  40. #endif
  41. #include "mono_gd/gd_mono.h"
  42. namespace GodotSharpDirs {
  43. String _get_expected_build_config() {
  44. #ifdef TOOLS_ENABLED
  45. return "Debug";
  46. #else
  47. #ifdef DEBUG_ENABLED
  48. return "ExportDebug";
  49. #else
  50. return "ExportRelease";
  51. #endif
  52. #endif
  53. }
  54. String _get_mono_user_dir() {
  55. #ifdef TOOLS_ENABLED
  56. if (EditorPaths::get_singleton()) {
  57. return EditorPaths::get_singleton()->get_data_dir().path_join("mono");
  58. } else {
  59. String settings_path;
  60. // Self-contained mode if a `._sc_` or `_sc_` file is present in executable dir.
  61. String exe_dir = OS::get_singleton()->get_executable_path().get_base_dir();
  62. // On macOS, look outside .app bundle, since .app bundle is read-only.
  63. if (OS::get_singleton()->has_feature("macos") && exe_dir.ends_with("MacOS") && exe_dir.path_join("..").simplify_path().ends_with("Contents")) {
  64. exe_dir = exe_dir.path_join("../../..").simplify_path();
  65. }
  66. Ref<DirAccess> d = DirAccess::create_for_path(exe_dir);
  67. if (d->file_exists("._sc_") || d->file_exists("_sc_")) {
  68. // contain yourself
  69. settings_path = exe_dir.path_join("editor_data");
  70. } else {
  71. settings_path = OS::get_singleton()->get_data_path().path_join(OS::get_singleton()->get_godot_dir_name());
  72. }
  73. return settings_path.path_join("mono");
  74. }
  75. #else
  76. return OS::get_singleton()->get_user_data_dir().path_join("mono");
  77. #endif
  78. }
  79. class _GodotSharpDirs {
  80. public:
  81. String res_metadata_dir;
  82. String res_temp_assemblies_dir;
  83. String mono_user_dir;
  84. String api_assemblies_dir;
  85. #ifdef TOOLS_ENABLED
  86. String build_logs_dir;
  87. String data_editor_tools_dir;
  88. #endif
  89. private:
  90. _GodotSharpDirs() {
  91. String res_data_dir = ProjectSettings::get_singleton()->get_project_data_path().path_join("mono");
  92. res_metadata_dir = res_data_dir.path_join("metadata");
  93. // TODO use paths from csproj
  94. res_temp_assemblies_dir = res_data_dir.path_join("temp").path_join("bin").path_join(_get_expected_build_config());
  95. #ifdef WEB_ENABLED
  96. mono_user_dir = "user://";
  97. #else
  98. mono_user_dir = _get_mono_user_dir();
  99. #endif
  100. String exe_dir = OS::get_singleton()->get_executable_path().get_base_dir();
  101. String res_dir = OS::get_singleton()->get_bundle_resource_dir();
  102. #ifdef TOOLS_ENABLED
  103. String data_dir_root = exe_dir.path_join("GodotSharp");
  104. data_editor_tools_dir = data_dir_root.path_join("Tools");
  105. String api_assemblies_base_dir = data_dir_root.path_join("Api");
  106. build_logs_dir = mono_user_dir.path_join("build_logs");
  107. #ifdef MACOS_ENABLED
  108. if (!DirAccess::exists(data_editor_tools_dir)) {
  109. data_editor_tools_dir = res_dir.path_join("GodotSharp").path_join("Tools");
  110. }
  111. if (!DirAccess::exists(api_assemblies_base_dir)) {
  112. api_assemblies_base_dir = res_dir.path_join("GodotSharp").path_join("Api");
  113. }
  114. #endif
  115. api_assemblies_dir = api_assemblies_base_dir.path_join(GDMono::get_expected_api_build_config());
  116. #else // TOOLS_ENABLED
  117. String arch = Engine::get_singleton()->get_architecture_name();
  118. String appname = GLOBAL_GET("application/config/name");
  119. String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
  120. String data_dir_root = exe_dir.path_join("data_" + appname_safe + "_" + arch);
  121. if (!DirAccess::exists(data_dir_root)) {
  122. data_dir_root = exe_dir.path_join("data_Godot_" + arch);
  123. }
  124. #ifdef MACOS_ENABLED
  125. if (!DirAccess::exists(data_dir_root)) {
  126. data_dir_root = res_dir.path_join("data_" + appname_safe + "_" + arch);
  127. }
  128. if (!DirAccess::exists(data_dir_root)) {
  129. data_dir_root = res_dir.path_join("data_Godot_" + arch);
  130. }
  131. #endif
  132. api_assemblies_dir = data_dir_root;
  133. #endif
  134. }
  135. public:
  136. static _GodotSharpDirs &get_singleton() {
  137. static _GodotSharpDirs singleton;
  138. return singleton;
  139. }
  140. };
  141. String get_res_metadata_dir() {
  142. return _GodotSharpDirs::get_singleton().res_metadata_dir;
  143. }
  144. String get_res_temp_assemblies_dir() {
  145. return _GodotSharpDirs::get_singleton().res_temp_assemblies_dir;
  146. }
  147. String get_api_assemblies_dir() {
  148. return _GodotSharpDirs::get_singleton().api_assemblies_dir;
  149. }
  150. String get_mono_user_dir() {
  151. return _GodotSharpDirs::get_singleton().mono_user_dir;
  152. }
  153. #ifdef TOOLS_ENABLED
  154. String get_build_logs_dir() {
  155. return _GodotSharpDirs::get_singleton().build_logs_dir;
  156. }
  157. String get_data_editor_tools_dir() {
  158. return _GodotSharpDirs::get_singleton().data_editor_tools_dir;
  159. }
  160. #endif
  161. } // namespace GodotSharpDirs