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path: root/drivers/unix/os_unix.cpp
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2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-10-24Fix compilation warnings in macOS build, enable `warnings=extra werror=yes` ↵bruvzg
for macOS CI.
2019-10-01Fix casting to uint64_t when returning unix system timeKanabenki
2019-09-26Added an exit code to the blocking mode of OS::executeRuslan Mullayanov
Updated documentation accordingly. Fixes #31881.
2019-09-25Added some obvious errors explanationsqarmin
2019-08-17Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'core/' and 'editor/'Braden Bodily
Condensed some if and ERR statements. Added dots to end of error messages Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?), core/os/memory.cpp, drivers/png/png_driver_common.cpp, drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
2019-07-07Fixes minor issues found by static analyzerqarmin
2019-05-21added a const keyword for a methods that return constant literal...hbina085
2019-04-07Add FileAccess::set_unix_permissions for Unix platformsJuan Linietsky
2019-04-07Remove SIGCHILD handle in OS_Unix, interferes with pclose()Juan Linietsky
2019-04-09Fix jump over uninitialized value in OS Unix/X11Fabio Alessandrelli
2019-03-20Revert accidental commitsPedro J. Estébanez
This reverts commit fb37284c027b494ed3ec21124001fcb729f42cc4. This reverts commit 4db0f51b9aa76cfc7649787fe1970af606ce8dab.
2019-03-20Create class for shared memory blocks [wip]Pedro J. Estébanez
2019-02-13Fix typos with codespellRémi Verschelde
Using codespell 1.14.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang doubleclick lod nd numer que te unselect EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
2019-02-04Fix OS_Unix::set_environmentIgnacio Etcheverry
2019-02-03Added set_environment to OS classIgnacio Etcheverry
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-20Added OS.get_system_time_msecs()volzhs
2018-10-29Add proper stubs for OS_JavaScript::execute(), get_process_id(), kill()Leon Krause
Avoids linker warnings and errors about undefined references.
2018-10-07Avoid possible overflow in OS_Unix readlinkFabio Alessandrelli
Also fix [-Wunused-result]
2018-09-30Fix OS X get_ticks_usec return value after #22424Marcelo Fernandez
2018-09-29Use monotonic clock for get_ticks_usecFabio Alessandrelli
Static _clock_start and _clock_setup function. Use clock_gettime on Unix, mach_absolute_time on Mac.
2018-09-13Properly initialize Winsock on startupFabio Alessandrelli
Also fix typo in _get_last_error which caused Winsock connect to fail.
2018-09-12Unify StreamPeerTCP/TCP_Server with NetSocket APIFabio Alessandrelli
2018-09-12Unify PacketPeerUDP using NetSocketFabio Alessandrelli
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
2018-08-27Revert "Try closing gracefully before terminating process"Rémi Verschelde
2018-08-20Try closing gracefully before terminating processMarcin Zawiejski
Use a Microsoft recommended way of process termination for the project process run from the editor. This allows loaded DLLs to receive and handle DLL_PROCESS_DETACH notification and cleanup any global state before the process actually exits.
2018-05-11Fix Linux/X11 build on ARMs.bruvzg
2018-05-07Local debugger fixes and extensionsBlazej Floch
- Adds q/quit option to console debugging - Adds options (variable_prefix) - Breaks into debugger with Ctrl-C in local debug mode (Unix/Windows) - Added option to list all breakpoints - Fixes add/remove breakpoint bug (invalid path parsing) - Minor cleanup
2018-04-28GDNative Unix: fix shared lib loading, dlopen expects leading ./ to ↵Robin Hübner
interpret as relative path.
2018-03-20Add RWLockDummy for NO_THREADS buildsLeon Krause
2018-03-04Clean and expose get_audio/video_driver_* funcs on OS classMarcelo Fernandez
2018-02-17Clean up some bad words from code commentsArtem Varaksa
2018-01-08Fix use of execvp, earlier fix was short sighted and only workedsambler
when godot could be found in PATH. The correct fix is to use sysctl to get the path to the current executable this also fixes the ability to call external commands.
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
2018-01-04Add support from properly exporting shared objects, needed for GDNative exportJuan Linietsky
2018-01-04Fix crash in OS::execute on FreeBSDRémi Verschelde
As spotted by @robfram, closes #15288. Also reviewed other uses of `if (String.find(.*))` for potential similar mistakes, found a wrong (and useless) one in ScriptEditorDialog.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-10Drop unused OS_Unix::has_data and related logicRémi Verschelde
Closes #5536.
2017-12-07Style: Apply clang-format again on all filesRémi Verschelde
Fixes issues introduced by newer clang-format versions or commits pushed directly without using the clang-format pre-commit hook.
2017-11-30Changed the dynamic library open function to allow setting the path of the ↵Juan Linietsky
library to open extra libraries.
2017-11-26Allow customizing user:// path (folder in OS::get_data_path())Rémi Verschelde
This allows to specify any valid folder name (including with subfolders) to use as user:// on all platforms. The folder is constrained to the platform-specific OS::get_data_path() (typically what `XDG_DATA_HOME` resolves to). Fixes #13236.
2017-11-21Return and repair file loggingRuslan Mustakov
And make it configurable, too.
2017-11-19Add initial support for the XDG Base Directory specRémi Verschelde
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html (latest as of this commit). Three virtual methods are added to OS for the various XDG paths we will use: - OS::get_data_path gives XDG_DATA_HOME, or if missing: ~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows - OS::get_config_path gives XDG_CONFIG_HOME, or if missing: ~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows - OS::get_cache_path gives XDG_CACHE_HOME, or if missing: ~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows So for Windows there are no changes, for Linux we follow the full split spec and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot. Support for system-wide installation of templates on Unix was removed for now, as it's a bit hackish and I don't think anyone uses it. user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by default, but when using the application/config/use_shared_user_dir option it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame. For now everything still goes in EditorSettings::get_settings_dir(), but this will be changed in a later commit to make use of the new splitting where relevant. Part of #3513.
2017-11-17Rename OS::get_data_dir to OS::get_user_data_dirRémi Verschelde
Will be needed to avoid confusion with system data path (XDG_DATA_HOME) and editor data dir in upcoming refactoring.
2017-10-29Disable logging until the logs location is sorted outRémi Verschelde
Temporary workaround for #12277.
2017-10-11Use execvp instead of execv to allow OS.execute() to search through PATH.Elia Argentieri
Fix #12003.
2017-10-03OS::execute can now read from stderr too when executing with a pipeMarcelo Fernandez
2017-09-25Extract logging logicRuslan Mustakov
Previously logging logic was scattered over OS class implementations with plenty of duplication. Major changes in this commit: - Extracted logging logic into a separate Logger hierarchy. It allows easy configuration of logging mechanism depending on compile-time or run-time configuration. - Implemented RotatedFileLogger which is usually used with StdLogger, providing persistency of logs. It is often important to be able to obtain logs of the game even in production to be able to understand what happened prior to some problem. On mobile there previously was no way to obtain the logs aside from having the device connected to your machine. - flush() is not performed in release mode for every logged line. It is only performed for errors.