From 24c4b5e8adb1084047ce695b90d34915cd497db0 Mon Sep 17 00:00:00 2001
From: bruvzg <7645683+bruvzg@users.noreply.github.com>
Date: Thu, 16 Feb 2023 13:43:32 +0200
Subject: [macOS] Re-add support for the _sc_ inside app bundle. Update docs.
(cherry picked from commit 174e0837e0826179a2e51e581aa895cb5cc90885)
---
doc/classes/EditorPaths.xml | 4 +++-
editor/editor_paths.cpp | 14 ++++++++++----
modules/mono/godotsharp_dirs.cpp | 22 ++++++++++++----------
3 files changed, 25 insertions(+), 15 deletions(-)
diff --git a/doc/classes/EditorPaths.xml b/doc/classes/EditorPaths.xml
index 6733212208..0d02685f98 100644
--- a/doc/classes/EditorPaths.xml
+++ b/doc/classes/EditorPaths.xml
@@ -64,7 +64,9 @@
Returns [code]true[/code] if the editor is marked as self-contained, [code]false[/code] otherwise. When self-contained mode is enabled, user configuration, data and cache files are saved in an [code]editor_data/[/code] folder next to the editor binary. This makes portable usage easier and ensures the Godot editor minimizes file writes outside its own folder. Self-contained mode is not available for exported projects.
- Self-contained mode can be enabled by creating a file named [code]._sc_[/code] or [code]_sc_[/code] in the same folder as the editor binary while the editor is not running. See also [method get_self_contained_file].
+ Self-contained mode can be enabled by creating a file named [code]._sc_[/code] or [code]_sc_[/code] in the same folder as the editor binary or macOS .app bundle while the editor is not running. See also [method get_self_contained_file].
+ [b]Note:[/b] On macOS, quarantine flag should be manually removed before using self-contained mode, see [url=https://docs.godotengine.org/en/stable/tutorials/export/running_on_macos.html]Running on macOS[/url].
+ [b]Note:[/b] On macOS, placing [code]_sc_[/code] or any other file inside .app bundle will break digital signature and make it non-portable, consider placing it in the same folder as the .app bundle instead.
[b]Note:[/b] The Steam release of Godot uses self-contained mode by default.
diff --git a/editor/editor_paths.cpp b/editor/editor_paths.cpp
index 389c16fd66..d5ba841801 100644
--- a/editor/editor_paths.cpp
+++ b/editor/editor_paths.cpp
@@ -117,14 +117,20 @@ EditorPaths::EditorPaths() {
// Self-contained mode if a `._sc_` or `_sc_` file is present in executable dir.
String exe_path = OS::get_singleton()->get_executable_path().get_base_dir();
+ Ref d = DirAccess::create_for_path(exe_path);
+ if (d->file_exists(exe_path + "/._sc_")) {
+ self_contained = true;
+ self_contained_file = exe_path + "/._sc_";
+ } else if (d->file_exists(exe_path + "/_sc_")) {
+ self_contained = true;
+ self_contained_file = exe_path + "/_sc_";
+ }
// On macOS, look outside .app bundle, since .app bundle is read-only.
+ // Note: This will not work if Gatekeeper path randomization is active.
if (OS::get_singleton()->has_feature("macos") && exe_path.ends_with("MacOS") && exe_path.path_join("..").simplify_path().ends_with("Contents")) {
exe_path = exe_path.path_join("../../..").simplify_path();
- }
- {
- Ref d = DirAccess::create_for_path(exe_path);
-
+ d = DirAccess::create_for_path(exe_path);
if (d->file_exists(exe_path + "/._sc_")) {
self_contained = true;
self_contained_file = exe_path + "/._sc_";
diff --git a/modules/mono/godotsharp_dirs.cpp b/modules/mono/godotsharp_dirs.cpp
index d08dedcfcb..bff7d04b55 100644
--- a/modules/mono/godotsharp_dirs.cpp
+++ b/modules/mono/godotsharp_dirs.cpp
@@ -66,23 +66,25 @@ String _get_mono_user_dir() {
if (EditorPaths::get_singleton()) {
return EditorPaths::get_singleton()->get_data_dir().path_join("mono");
} else {
- String settings_path;
+ String settings_path = OS::get_singleton()->get_data_path().path_join(OS::get_singleton()->get_godot_dir_name());
// Self-contained mode if a `._sc_` or `_sc_` file is present in executable dir.
String exe_dir = OS::get_singleton()->get_executable_path().get_base_dir();
-
- // On macOS, look outside .app bundle, since .app bundle is read-only.
- if (OS::get_singleton()->has_feature("macos") && exe_dir.ends_with("MacOS") && exe_dir.path_join("..").simplify_path().ends_with("Contents")) {
- exe_dir = exe_dir.path_join("../../..").simplify_path();
- }
-
Ref d = DirAccess::create_for_path(exe_dir);
-
if (d->file_exists("._sc_") || d->file_exists("_sc_")) {
// contain yourself
settings_path = exe_dir.path_join("editor_data");
- } else {
- settings_path = OS::get_singleton()->get_data_path().path_join(OS::get_singleton()->get_godot_dir_name());
+ }
+
+ // On macOS, look outside .app bundle, since .app bundle is read-only.
+ // Note: This will not work if Gatekeeper path randomization is active.
+ if (OS::get_singleton()->has_feature("macos") && exe_dir.ends_with("MacOS") && exe_dir.path_join("..").simplify_path().ends_with("Contents")) {
+ exe_dir = exe_dir.path_join("../../..").simplify_path();
+ d = DirAccess::create_for_path(exe_dir);
+ if (d->file_exists("._sc_") || d->file_exists("_sc_")) {
+ // contain yourself
+ settings_path = exe_dir.path_join("editor_data");
+ }
}
return settings_path.path_join("mono");
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