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-rw-r--r--modules/mono/godotsharp_dirs.cpp86
1 files changed, 71 insertions, 15 deletions
diff --git a/modules/mono/godotsharp_dirs.cpp b/modules/mono/godotsharp_dirs.cpp
index 159cb91d1b..c84ecf4ceb 100644
--- a/modules/mono/godotsharp_dirs.cpp
+++ b/modules/mono/godotsharp_dirs.cpp
@@ -33,10 +33,6 @@
#include "mono_gd/gd_mono.h"
#include "utils/path_utils.h"
-#ifdef ANDROID_ENABLED
-#include "mono_gd/support/android_support.h"
-#endif
-
#include "core/config/project_settings.h"
#include "core/io/dir_access.h"
#include "core/os/os.h"
@@ -95,6 +91,38 @@ String _get_mono_user_dir() {
#endif
}
+#if !TOOLS_ENABLED
+// This should be the equivalent of GodotTools.Utils.OS.PlatformNameMap.
+static const char *platform_name_map[][2] = {
+ { "Windows", "windows" },
+ { "macOS", "macos" },
+ { "Linux", "linuxbsd" },
+ { "FreeBSD", "linuxbsd" },
+ { "NetBSD", "linuxbsd" },
+ { "BSD", "linuxbsd" },
+ { "UWP", "uwp" },
+ { "Haiku", "haiku" },
+ { "Android", "android" },
+ { "iOS", "ios" },
+ { "Web", "web" },
+ { nullptr, nullptr }
+};
+
+String _get_platform_name() {
+ String platform_name = OS::get_singleton()->get_name();
+
+ int idx = 0;
+ while (platform_name_map[idx][0] != nullptr) {
+ if (platform_name_map[idx][0] == platform_name) {
+ return platform_name_map[idx][1];
+ }
+ idx++;
+ }
+
+ return "";
+}
+#endif
+
class _GodotSharpDirs {
public:
String res_metadata_dir;
@@ -139,21 +167,49 @@ private:
#endif
api_assemblies_dir = api_assemblies_base_dir.path_join(GDMono::get_expected_api_build_config());
#else // TOOLS_ENABLED
+ String platform = _get_platform_name();
String arch = Engine::get_singleton()->get_architecture_name();
String appname_safe = path::get_csharp_project_name();
- String data_dir_root = exe_dir.path_join("data_" + appname_safe + "_" + arch);
- if (!DirAccess::exists(data_dir_root)) {
- data_dir_root = exe_dir.path_join("data_Godot_" + arch);
- }
+ String packed_path = "res://.godot/mono/publish/" + arch;
+ if (DirAccess::exists(packed_path)) {
+ // The dotnet publish data is packed in the pck/zip.
+ String data_dir_root = OS::get_singleton()->get_cache_path().path_join("data_" + appname_safe + "_" + platform + "_" + arch);
+ bool has_data = false;
+ if (!has_data) {
+ // 1. Try to access the data directly.
+ String global_packed = ProjectSettings::get_singleton()->globalize_path(packed_path);
+ if (global_packed.is_absolute_path() && FileAccess::exists(global_packed.path_join(".dotnet-publish-manifest"))) {
+ data_dir_root = global_packed;
+ has_data = true;
+ }
+ }
+ if (!has_data) {
+ // 2. Check if the data was extracted before and is up-to-date.
+ String packed_manifest = packed_path.path_join(".dotnet-publish-manifest");
+ String extracted_manifest = data_dir_root.path_join(".dotnet-publish-manifest");
+ if (FileAccess::exists(packed_manifest) && FileAccess::exists(extracted_manifest)) {
+ if (FileAccess::get_file_as_bytes(packed_manifest) == FileAccess::get_file_as_bytes(extracted_manifest)) {
+ has_data = true;
+ }
+ }
+ }
+ if (!has_data) {
+ // 3. Extract the data to a temporary location to load from there.
+ Ref<DirAccess> da = DirAccess::create_for_path(packed_path);
+ ERR_FAIL_NULL(da);
+ ERR_FAIL_COND(da->copy_dir(packed_path, data_dir_root) != OK);
+ }
+ api_assemblies_dir = data_dir_root;
+ } else {
+ // The dotnet publish data is in a directory next to the executable.
+ String data_dir_root = exe_dir.path_join("data_" + appname_safe + "_" + platform + "_" + arch);
#ifdef MACOS_ENABLED
- if (!DirAccess::exists(data_dir_root)) {
- data_dir_root = res_dir.path_join("data_" + appname_safe + "_" + arch);
- }
- if (!DirAccess::exists(data_dir_root)) {
- data_dir_root = res_dir.path_join("data_Godot_" + arch);
- }
+ if (!DirAccess::exists(data_dir_root)) {
+ data_dir_root = res_dir.path_join("data_" + appname_safe + "_" + platform + "_" + arch);
+ }
#endif
- api_assemblies_dir = data_dir_root;
+ api_assemblies_dir = data_dir_root;
+ }
#endif
}