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authorRémi Verschelde <rverschelde@gmail.com>2018-05-30 12:18:01 +0200
committerRémi Verschelde <rverschelde@gmail.com>2018-05-30 12:55:17 +0200
commitf392650be2434aadad71af95a0b81a33900e84ec (patch)
treebd8132a76fb62520102b81d553cf19ca35a193d0 /doc
parent3d9dffdef7d436cda779ee4a659476fa94c62a35 (diff)
Improve return value of OS.execute in blocking/non-blocking variants
Initialized the PID to -2, which will be the value returns in blocking- mode where the PID is not available. (-1 was already taken to signify an execution failure). OS::execute will now properly return a non-OK error code when it fails to execute the target file. The documentation was rewritten to be very clear about the differences between blocking and non-blocking mode. Fixes #19056.
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/OS.xml24
1 files changed, 16 insertions, 8 deletions
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index e4375cfb79..9505cad868 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -94,17 +94,24 @@
<argument index="3" name="output" type="Array" default="[ ]">
</argument>
<description>
- Execute the file at the given path, optionally blocking until it returns.
- Platform path resolution will take place. The resolved file must exist and be executable.
- Returns a process id.
- For example:
+ Execute the file at the given path with the arguments passed as an array of strings. Platform path resolution will take place. The resolved file must exist and be executable.
+ The arguments are used in the given order and separated by a space, so [code]OS.execute('ping', ['-c', '3', 'godotengine.org'])[/code] will resolve to [code]ping -c 3 godotengine.org[/code] in the system's shell.
+ This method has slightly different behaviour based on whether the [code]blocking[/code] mode is enabled.
+ When [code]blocking[/code] is enabled, the Godot thread will pause its execution while waiting for the process to terminate. The shell output of the process will be written to the [code]output[/code] array as a single string. When the process terminates, the Godot thread will resume execution.
+ When [code]blocking[/code] is disabled, the Godot thread will continue while the new process runs. It is not possible to retrieve the shell output in non-blocking mode, so [code]output[/code] will be empty.
+ The return value also depends on the blocking mode. When blocking, the method will return -2 (no process ID information is available in blocking mode). When non-blocking, the method returns a process ID, which you can use to monitor the process (and potentially terminate it with [method kill]). If the process forking (non-blocking) or opening (blocking) fails, the method will return -1.
+ Example of blocking mode and retrieving the shell output:
[codeblock]
var output = []
- var pid = OS.execute('ls', [], true, output)
+ OS.execute('ls', ['-l', '/tmp'], true, output)
[/codeblock]
- If you wish to access a shell built-in or perform a composite command, a platform specific shell can be invoked. For example:
+ Example of non-blocking mode, running another instance of the project and storing its process ID:
[codeblock]
- var pid = OS.execute('CMD.exe', ['/C', 'cd %TEMP% &amp;&amp; dir'], true, output)
+ var pid = OS.execute(OS.get_executable_path(), [], false)
+ [/codeblock]
+ If you wish to access a shell built-in or perform a composite command, a platform-specific shell can be invoked. For example:
+ [codeblock]
+ OS.execute('CMD.exe', ['/C', 'cd %TEMP% &amp;&amp; dir'], true, output)
[/codeblock]
</description>
</method>
@@ -527,7 +534,8 @@
<argument index="0" name="pid" type="int">
</argument>
<description>
- Kill a process ID (this method can be used to kill processes that were not spawned by the game).
+ Kill (terminate) the process identified by the given process ID ([code]pid[/code]), e.g. the one returned by [method execute] in non-blocking mode.
+ Note that this method can also be used to kill processes that were not spawned by the game.
</description>
</method>
<method name="native_video_is_playing">