| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108 |
- class_name _ModLoaderSteam
- extends Node
- const LOG_NAME := "ModLoader:ThirdParty:Steam"
- # Methods related to Steam and the Steam Workshop
- # Get mod zip paths from steam workshop folders.
- # folder structure of a workshop item
- # <workshop folder>/<steam app id>/<workshop item id>/<mod>.zip
- static func find_steam_workshop_zips() -> Array[String]:
- # TODO: use new diraccess methods + filter
- var zip_paths: Array[String] = []
- var workshop_folder_path := _get_path_to_workshop()
- ModLoaderLog.info("Checking workshop items, with path: \"%s\"" % workshop_folder_path, LOG_NAME)
- var workshop_dir := DirAccess.open(workshop_folder_path)
- if workshop_dir == null:
- ModLoaderLog.error("Can't open workshop folder %s (Error: %s)" % [workshop_folder_path, error_string(DirAccess.get_open_error())], LOG_NAME)
- return []
- var workshop_dir_listdir_error := workshop_dir.list_dir_begin() # TODOGODOT4 fill missing arguments https://github.com/godotengine/godot/pull/40547
- if not workshop_dir_listdir_error == OK:
- ModLoaderLog.error("Can't read workshop folder %s (Error: %s)" % [workshop_folder_path, error_string(workshop_dir_listdir_error)], LOG_NAME)
- return []
- # Loop 1: Workshop folders
- while true:
- # Get the next workshop item folder
- var item_dir := workshop_dir.get_next()
- if item_dir == '':
- break
- var item_path := workshop_dir.get_current_dir() + "/" + item_dir
- ModLoaderLog.info("Checking workshop item path: \"%s\"" % item_path, LOG_NAME)
- # Only check directories
- if not workshop_dir.current_is_dir():
- continue
- # Loop 2: ZIPs inside the workshop folders
- zip_paths.append_array(_ModLoaderPath.get_zip_paths_in(ProjectSettings.globalize_path(item_path)))
- workshop_dir.list_dir_end()
- return zip_paths
- # Get the path to the Steam workshop folder. Only works for Steam games, as it
- # traverses directories relative to where a Steam game and its workshop content
- # would be installed. Based on code by Blobfish (developer of Brotato).
- # For reference, these are the paths of a Steam game and its workshop folder:
- # GAME = Steam/steamapps/common/GameName
- # WORKSHOP = Steam/steamapps/workshop/content/AppID
- # Eg. Brotato:
- # GAME = Steam/steamapps/common/Brotato
- # WORKSHOP = Steam/steamapps/workshop/content/1942280
- static func _get_path_to_workshop() -> String:
- if ModLoaderStore.ml_options.override_path_to_workshop:
- return ModLoaderStore.ml_options.override_path_to_workshop
- var game_install_directory := _ModLoaderPath.get_local_folder_dir()
- var path := ""
- # Traverse up to the steamapps directory (ie. `cd ..\..\` on Windows)
- var path_array := game_install_directory.split("/")
- path_array.resize(path_array.size() - 3)
- # Reconstruct the path, now that it has "common/GameName" removed
- path = "/".join(path_array)
- # Append the game's workshop path
- path = path.path_join("workshop/content/" + _get_steam_app_id())
- return path
- # Gets the steam app ID from ml_options or the steam_data.json, which should be in the root
- # directory (ie. res://steam_data.json). This file is used by Godot Workshop
- # Utility (GWU), which was developed by Brotato developer Blobfish:
- # https://github.com/thomasgvd/godot-workshop-utility
- static func _get_steam_app_id() -> String:
- # Check if the steam id is stored in the options
- if ModLoaderStore.ml_options.steam_id:
- return str(ModLoaderStore.ml_options.steam_id)
- ModLoaderLog.debug("No Steam ID specified in the Mod Loader options. Attempting to read the steam_data.json file next.", LOG_NAME)
- # If the steam_id is not stored in the options try to get it from the steam_data.json file.
- var game_install_directory := _ModLoaderPath.get_local_folder_dir()
- var steam_app_id := ""
- var file := FileAccess.open(game_install_directory.path_join("steam_data.json"), FileAccess.READ)
- if not file == null:
- var test_json_conv = JSON.new()
- test_json_conv.parse(file.get_as_text())
- var file_content: Dictionary = test_json_conv.get_data()
- file.close()
- if not file_content.has("app_id"):
- ModLoaderLog.error("The steam_data file does not contain an app ID. Mod uploading will not work.", LOG_NAME)
- return ""
- steam_app_id = str(file_content.app_id)
- else :
- ModLoaderLog.error("Can't open steam_data file, \"%s\". Please make sure the file exists and is valid." % game_install_directory.path_join("steam_data.json"), LOG_NAME)
- return steam_app_id
|