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authorRémi Verschelde <rverschelde@gmail.com>2020-05-25 17:50:16 +0200
committerRémi Verschelde <rverschelde@gmail.com>2020-05-25 17:50:36 +0200
commit0183bfbb0f8481cbb7886b48c8d55b788b92e253 (patch)
treeaec71b782fde520f2c1906f54440fa807372ed3d /core/project_settings.cpp
parentbfac9b35385eddd3e3034674ae3fbd309ee64843 (diff)
Improve documentation of ProjectSettings::setup
Subsequent PRs adding and fixing support for bundled PCKs did not update the documentation /o\
Diffstat (limited to 'core/project_settings.cpp')
-rw-r--r--core/project_settings.cpp67
1 files changed, 38 insertions, 29 deletions
diff --git a/core/project_settings.cpp b/core/project_settings.cpp
index 83d94ad607..5247f6da40 100644
--- a/core/project_settings.cpp
+++ b/core/project_settings.cpp
@@ -295,10 +295,16 @@ void ProjectSettings::_convert_to_last_version(int p_from_version) {
* using the following merit order:
* - If using NetworkClient, try to lookup project file or fail.
* - If --main-pack was passed by the user (`p_main_pack`), load it or fail.
- * - Search for .pck file matching binary name. There are two possibilities:
- * o exec_path.get_basename() + '.pck' (e.g. 'win_game.exe' -> 'win_game.pck')
- * o exec_path + '.pck' (e.g. 'linux_game' -> 'linux_game.pck')
- * For each tentative, if the file exists, load it or fail.
+ * - Search for project PCKs automatically. For each step we try loading a potential
+ * PCK, and if it doesn't work, we proceed to the next step. If any step succeeds,
+ * we try loading the project settings, and abort if it fails. Steps:
+ * o Bundled PCK in the executable.
+ * o [macOS only] PCK with same basename as the binary in the .app resource dir.
+ * o PCK with same basename as the binary in the binary's directory. We handle both
+ * changing the extension to '.pck' (e.g. 'win_game.exe' -> 'win_game.pck') and
+ * appending '.pck' to the binary name (e.g. 'linux_game' -> 'linux_game.pck').
+ * o PCK with the same basename as the binary in the current working directory.
+ * Same as above for the two possible PCK file names.
* - On relevant platforms (Android/iOS), lookup project file in OS resource path.
* If found, load it or fail.
* - Lookup project file in passed `p_path` (--path passed by the user), i.e. we
@@ -339,65 +345,68 @@ Error ProjectSettings::_setup(const String &p_path, const String &p_main_pack, b
String exec_path = OS::get_singleton()->get_executable_path();
if (exec_path != "") {
- // Attempt with exec_name.pck
- // (This is the usual case when distributing a Godot game.)
+ // We do several tests sequentially until one succeeds to find a PCK,
+ // and if so we attempt loading it at the end.
- // Based on the OS, it can be the exec path + '.pck' (Linux w/o extension, macOS in .app bundle)
- // or the exec path's basename + '.pck' (Windows).
- // We need to test both possibilities as extensions for Linux binaries are optional
- // (so both 'mygame.bin' and 'mygame' should be able to find 'mygame.pck').
+ // Attempt with PCK bundled into executable.
+ bool found = _load_resource_pack(exec_path);
+ // Attempt with exec_name.pck.
+ // (This is the usual case when distributing a Godot game.)
String exec_dir = exec_path.get_base_dir();
String exec_filename = exec_path.get_file();
String exec_basename = exec_filename.get_basename();
- // Attempt with PCK bundled into executable
- bool found = _load_resource_pack(exec_path);
+ // Based on the OS, it can be the exec path + '.pck' (Linux w/o extension, macOS in .app bundle)
+ // or the exec path's basename + '.pck' (Windows).
+ // We need to test both possibilities as extensions for Linux binaries are optional
+ // (so both 'mygame.bin' and 'mygame' should be able to find 'mygame.pck').
#ifdef OSX_ENABLED
if (!found) {
- // Attempt to load PCK from macOS .app bundle resources
+ // Attempt to load PCK from macOS .app bundle resources.
found = _load_resource_pack(OS::get_singleton()->get_bundle_resource_dir().plus_file(exec_basename + ".pck"));
}
#endif
if (!found) {
- // Try to load data pack at the location of the executable
- // As mentioned above, we have two potential names to attempt
+ // Try to load data pack at the location of the executable.
+ // As mentioned above, we have two potential names to attempt.
found = _load_resource_pack(exec_dir.plus_file(exec_basename + ".pck")) || _load_resource_pack(exec_dir.plus_file(exec_filename + ".pck"));
+ }
- if (!found) {
- // If we couldn't find them next to the executable, we attempt
- // the current working directory. Same story, two tests.
- found = _load_resource_pack(exec_basename + ".pck") || _load_resource_pack(exec_filename + ".pck");
- }
+ if (!found) {
+ // If we couldn't find them next to the executable, we attempt
+ // the current working directory. Same story, two tests.
+ found = _load_resource_pack(exec_basename + ".pck") || _load_resource_pack(exec_filename + ".pck");
}
- // If we opened our package, try and load our project
+ // If we opened our package, try and load our project.
if (found) {
Error err = _load_settings_text_or_binary("res://project.godot", "res://project.binary");
if (err == OK) {
- // Load override from location of executable
- // Optional, we don't mind if it fails
+ // Load override from location of the executable.
+ // Optional, we don't mind if it fails.
_load_settings_text(exec_path.get_base_dir().plus_file("override.cfg"));
}
return err;
}
}
- // Try to use the filesystem for files, according to OS. (only Android -when reading from pck- and iOS use this)
+ // Try to use the filesystem for files, according to OS.
+ // (Only Android -when reading from pck- and iOS use this.)
if (OS::get_singleton()->get_resource_dir() != "") {
// OS will call ProjectSettings->get_resource_path which will be empty if not overridden!
// If the OS would rather use a specific location, then it will not be empty.
resource_path = OS::get_singleton()->get_resource_dir().replace("\\", "/");
if (resource_path != "" && resource_path[resource_path.length() - 1] == '/') {
- resource_path = resource_path.substr(0, resource_path.length() - 1); // chop end
+ resource_path = resource_path.substr(0, resource_path.length() - 1); // Chop end.
}
Error err = _load_settings_text_or_binary("res://project.godot", "res://project.binary");
if (err == OK) {
- // Optional, we don't mind if it fails
+ // Optional, we don't mind if it fails.
_load_settings_text("res://override.cfg");
}
return err;
@@ -418,7 +427,7 @@ Error ProjectSettings::_setup(const String &p_path, const String &p_main_pack, b
while (true) {
err = _load_settings_text_or_binary(current_dir.plus_file("project.godot"), current_dir.plus_file("project.binary"));
if (err == OK) {
- // Optional, we don't mind if it fails
+ // Optional, we don't mind if it fails.
_load_settings_text(current_dir.plus_file("override.cfg"));
candidate = current_dir;
found = true;
@@ -438,7 +447,7 @@ Error ProjectSettings::_setup(const String &p_path, const String &p_main_pack, b
}
resource_path = candidate;
- resource_path = resource_path.replace("\\", "/"); // windows path to unix path just in case
+ resource_path = resource_path.replace("\\", "/"); // Windows path to Unix path just in case.
memdelete(d);
if (!found) {
@@ -446,7 +455,7 @@ Error ProjectSettings::_setup(const String &p_path, const String &p_main_pack, b
}
if (resource_path.length() && resource_path[resource_path.length() - 1] == '/') {
- resource_path = resource_path.substr(0, resource_path.length() - 1); // chop end
+ resource_path = resource_path.substr(0, resource_path.length() - 1); // Chop end.
}
return OK;