| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286 |
- class_name ModLoaderSetupUtils
- # Slimed down version of ModLoaderUtils for the ModLoader Self Setup
- const LOG_NAME := "ModLoader:SetupUtils"
- static var ModLoaderSetupLog: Object = load("res://addons/mod_loader/setup/setup_log.gd")
- # Get the path to a local folder. Primarily used to get the (packed) mods
- # folder, ie "res://mods" or the OS's equivalent, as well as the configs path
- static func get_local_folder_dir(subfolder: String = "") -> String:
- var game_install_directory := OS.get_executable_path().get_base_dir()
- if OS.get_name() == "macOS":
- game_install_directory = game_install_directory.get_base_dir().get_base_dir()
- # Fix for running the game through the Godot editor (as the EXE path would be
- # the editor's own EXE, which won't have any mod ZIPs)
- # if OS.is_debug_build():
- if OS.has_feature("editor"):
- game_install_directory = "res://"
- return game_install_directory.path_join(subfolder)
- # Provide a path, get the file name at the end of the path
- static func get_file_name_from_path(path: String, make_lower_case := true, remove_extension := false) -> String:
- var file_name := path.get_file()
- if make_lower_case:
- file_name = file_name.to_lower()
- if remove_extension:
- file_name = file_name.trim_suffix("." + file_name.get_extension())
- return file_name
- # Get an array of all autoloads -> ["autoload/AutoloadName", ...]
- static func get_autoload_array() -> Array:
- var autoloads := []
- # Get all autoload settings
- for prop in ProjectSettings.get_property_list():
- var name: String = prop.name
- if name.begins_with("autoload/"):
- autoloads.append(name.trim_prefix("autoload/"))
- return autoloads
- # Get the index of a specific autoload
- static func get_autoload_index(autoload_name: String) -> int:
- var autoloads := get_autoload_array()
- var autoload_index := autoloads.find(autoload_name)
- return autoload_index
- # Get the path where override.cfg will be stored.
- # Not the same as the local folder dir (for mac)
- static func get_override_path() -> String:
- var base_path := ""
- if OS.has_feature("editor"):
- base_path = ProjectSettings.globalize_path("res://")
- else:
- # this is technically different to res:// in macos, but we want the
- # executable dir anyway, so it is exactly what we need
- base_path = OS.get_executable_path().get_base_dir()
- return base_path.path_join("override.cfg")
- # Register an array of classes to the global scope, since Godot only does that in the editor.
- static func register_global_classes_from_array(new_global_classes: Array) -> void:
- var registered_classes: Array = ProjectSettings.get_setting("_global_script_classes")
- var registered_class_icons: Dictionary = ProjectSettings.get_setting("_global_script_class_icons")
- for new_class in new_global_classes:
- if not _is_valid_global_class_dict(new_class):
- continue
- for old_class in registered_classes:
- if old_class.class == new_class.class:
- if OS.has_feature("editor"):
- ModLoaderSetupLog.info('Class "%s" to be registered as global was already registered by the editor. Skipping.' % new_class.class, LOG_NAME)
- else:
- ModLoaderSetupLog.info('Class "%s" to be registered as global already exists. Skipping.' % new_class.class, LOG_NAME)
- continue
- registered_classes.append(new_class)
- registered_class_icons[new_class.class] = "" # empty icon, does not matter
- ProjectSettings.set_setting("_global_script_classes", registered_classes)
- ProjectSettings.set_setting("_global_script_class_icons", registered_class_icons)
- # Checks if all required fields are in the given [Dictionary]
- # Format: { "base": "ParentClass", "class": "ClassName", "language": "GDScript", "path": "res://path/class_name.gd" }
- static func _is_valid_global_class_dict(global_class_dict: Dictionary) -> bool:
- var required_fields := ["base", "class", "language", "path"]
- if not global_class_dict.has_all(required_fields):
- ModLoaderSetupLog.fatal("Global class to be registered is missing one of %s" % required_fields, LOG_NAME)
- return false
- if not FileAccess.file_exists(global_class_dict.path):
- ModLoaderSetupLog.fatal('Class "%s" to be registered as global could not be found at given path "%s"' %
- [global_class_dict.class, global_class_dict.path], LOG_NAME)
- return false
- return true
- # Check if the provided command line argument was present when launching the game
- static func is_running_with_command_line_arg(argument: String) -> bool:
- for arg in OS.get_cmdline_args():
- if argument == arg.split("=")[0]:
- return true
- return false
- # Get the command line argument value if present when launching the game
- static func get_cmd_line_arg_value(argument: String) -> String:
- var args := _get_fixed_cmdline_args()
- for arg_index in args.size():
- var arg := args[arg_index] as String
- var key := arg.split("=")[0]
- if key == argument:
- # format: `--arg=value` or `--arg="value"`
- if "=" in arg:
- var value := arg.trim_prefix(argument + "=")
- value = value.trim_prefix('"').trim_suffix('"')
- value = value.trim_prefix("'").trim_suffix("'")
- return value
- # format: `--arg value` or `--arg "value"`
- elif arg_index +1 < args.size() and not args[arg_index +1].begins_with("--"):
- return args[arg_index + 1]
- return ""
- static func _get_fixed_cmdline_args() -> PackedStringArray:
- return fix_godot_cmdline_args_string_space_splitting(OS.get_cmdline_args())
- # Reverses a bug in Godot, which splits input strings at spaces even if they are quoted
- # e.g. `--arg="some value" --arg-two 'more value'` becomes `[ --arg="some, value", --arg-two, 'more, value' ]`
- static func fix_godot_cmdline_args_string_space_splitting(args: PackedStringArray) -> PackedStringArray:
- if not OS.has_feature("editor"): # only happens in editor builds
- return args
- if OS.has_feature("windows"): # windows is unaffected
- return args
- var fixed_args := PackedStringArray([])
- var fixed_arg := ""
- # if we encounter an argument that contains `=` followed by a quote,
- # or an argument that starts with a quote, take all following args and
- # concatenate them into one, until we find the closing quote
- for arg in args:
- var arg_string := arg as String
- if '="' in arg_string or '="' in fixed_arg or \
- arg_string.begins_with('"') or fixed_arg.begins_with('"'):
- if not fixed_arg == "":
- fixed_arg += " "
- fixed_arg += arg_string
- if arg_string.ends_with('"'):
- fixed_args.append(fixed_arg.trim_prefix(" "))
- fixed_arg = ""
- continue
- # same thing for single quotes
- elif "='" in arg_string or "='" in fixed_arg \
- or arg_string.begins_with("'") or fixed_arg.begins_with("'"):
- if not fixed_arg == "":
- fixed_arg += " "
- fixed_arg += arg_string
- if arg_string.ends_with("'"):
- fixed_args.append(fixed_arg.trim_prefix(" "))
- fixed_arg = ""
- continue
- else:
- fixed_args.append(arg_string)
- return fixed_args
- # Slightly modified version of:
- # https://gist.github.com/willnationsdev/00d97aa8339138fd7ef0d6bd42748f6e
- # Removed .import from the extension filter.
- # p_match is a string that filters the list of files.
- # If p_match_is_regex is false, p_match is directly string-searched against the FILENAME.
- # If it is true, a regex object compiles p_match and runs it against the FILEPATH.
- static func get_flat_view_dict(
- p_dir := "res://",
- p_match := "",
- p_match_file_extensions: Array[StringName] = [],
- p_match_is_regex := false,
- include_empty_dirs := false,
- ignored_dirs: Array[StringName] = []
- ) -> PackedStringArray:
- var data: PackedStringArray = []
- var regex: RegEx
- if p_match_is_regex:
- regex = RegEx.new()
- var _compile_error: int = regex.compile(p_match)
- if not regex.is_valid():
- return data
- var dirs := [p_dir]
- var first := true
- while not dirs.is_empty():
- var dir_name : String = dirs.back()
- var dir := DirAccess.open(dir_name)
- dirs.pop_back()
- if dir_name.lstrip("res://").get_slice("/", 0) in ignored_dirs:
- continue
- if dir:
- var _dirlist_error: int = dir.list_dir_begin()
- var file_name := dir.get_next()
- if include_empty_dirs and not dir_name == p_dir:
- data.append(dir_name)
- while file_name != "":
- if not dir_name == "res://":
- first = false
- # ignore hidden, temporary, or system content
- if not file_name.begins_with(".") and not file_name.get_extension() == "tmp":
- # If a directory, then add to list of directories to visit
- if dir.current_is_dir():
- dirs.push_back(dir.get_current_dir() + "/" + file_name)
- # If a file, check if we already have a record for the same name
- else:
- var path := dir.get_current_dir() + ("/" if not first else "") + file_name
- # grab all
- if not p_match and not p_match_file_extensions:
- data.append(path)
- # grab matching strings
- elif not p_match_is_regex and p_match and file_name.contains(p_match):
- data.append(path)
- # garb matching file extension
- elif p_match_file_extensions and file_name.get_extension() in p_match_file_extensions:
- data.append(path)
- # grab matching regex
- elif p_match_is_regex:
- var regex_match := regex.search(path)
- if regex_match != null:
- data.append(path)
- # Move on to the next file in this directory
- file_name = dir.get_next()
- # We've exhausted all files in this directory. Close the iterator.
- dir.list_dir_end()
- return data
- static func copy_file(from: String, to: String) -> void:
- ModLoaderSetupLog.debug("Copy file from: \"%s\" to: \"%s\"" % [from, to], LOG_NAME)
- var global_to_path := ProjectSettings.globalize_path(to.get_base_dir())
- if not DirAccess.dir_exists_absolute(global_to_path):
- ModLoaderSetupLog.debug("Creating dir \"%s\"" % global_to_path, LOG_NAME)
- DirAccess.make_dir_recursive_absolute(global_to_path)
- var file_from := FileAccess.open(from, FileAccess.READ)
- var file_from_error := file_from.get_error()
- if not file_from_error == OK:
- ModLoaderSetupLog.error("Error accessing file \"%s\": %s" % [from, error_string(file_from_error)], LOG_NAME)
- return
- var file_from_content := file_from.get_buffer(file_from.get_length())
- var file_to := FileAccess.open(to, FileAccess.WRITE)
- var file_to_error := file_to.get_error()
- if not file_to_error == OK:
- ModLoaderSetupLog.error("Error writing file \"%s\": %s" % [to, error_string(file_to_error)], LOG_NAME)
- return
- file_to.store_buffer(file_from_content)
|