mirror of
https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
synced 2025-10-22 15:38:14 +00:00
109 lines
4.3 KiB
GDScript
109 lines
4.3 KiB
GDScript
class_name _ModLoaderSteam
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extends Node
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const LOG_NAME := "ModLoader:ThirdParty:Steam"
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# Methods related to Steam and the Steam Workshop
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# Get mod zip paths from steam workshop folders.
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# folder structure of a workshop item
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# <workshop folder>/<steam app id>/<workshop item id>/<mod>.zip
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static func find_steam_workshop_zips() -> Array[String]:
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# TODO: use new diraccess methods + filter
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var zip_paths: Array[String] = []
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var workshop_folder_path := _get_path_to_workshop()
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ModLoaderLog.info("Checking workshop items, with path: \"%s\"" % workshop_folder_path, LOG_NAME)
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var workshop_dir := DirAccess.open(workshop_folder_path)
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if workshop_dir == null:
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ModLoaderLog.error("Can't open workshop folder %s (Error: %s)" % [workshop_folder_path, error_string(DirAccess.get_open_error())], LOG_NAME)
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return []
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var workshop_dir_listdir_error := workshop_dir.list_dir_begin() # TODOGODOT4 fill missing arguments https://github.com/godotengine/godot/pull/40547
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if not workshop_dir_listdir_error == OK:
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ModLoaderLog.error("Can't read workshop folder %s (Error: %s)" % [workshop_folder_path, error_string(workshop_dir_listdir_error)], LOG_NAME)
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return []
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# Loop 1: Workshop folders
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while true:
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# Get the next workshop item folder
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var item_dir := workshop_dir.get_next()
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if item_dir == '':
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break
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var item_path := workshop_dir.get_current_dir() + "/" + item_dir
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ModLoaderLog.info("Checking workshop item path: \"%s\"" % item_path, LOG_NAME)
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# Only check directories
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if not workshop_dir.current_is_dir():
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continue
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# Loop 2: ZIPs inside the workshop folders
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zip_paths.append_array(_ModLoaderPath.get_zip_paths_in(ProjectSettings.globalize_path(item_path)))
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workshop_dir.list_dir_end()
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return zip_paths
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# Get the path to the Steam workshop folder. Only works for Steam games, as it
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# traverses directories relative to where a Steam game and its workshop content
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# would be installed. Based on code by Blobfish (developer of Brotato).
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# For reference, these are the paths of a Steam game and its workshop folder:
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# GAME = Steam/steamapps/common/GameName
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# WORKSHOP = Steam/steamapps/workshop/content/AppID
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# Eg. Brotato:
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# GAME = Steam/steamapps/common/Brotato
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# WORKSHOP = Steam/steamapps/workshop/content/1942280
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static func _get_path_to_workshop() -> String:
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if ModLoaderStore.ml_options.override_path_to_workshop:
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return ModLoaderStore.ml_options.override_path_to_workshop
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var game_install_directory := _ModLoaderPath.get_local_folder_dir()
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var path := ""
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# Traverse up to the steamapps directory (ie. `cd ..\..\` on Windows)
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var path_array := game_install_directory.split("/")
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path_array.resize(path_array.size() - 3)
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# Reconstruct the path, now that it has "common/GameName" removed
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path = "/".join(path_array)
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# Append the game's workshop path
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path = path.path_join("workshop/content/" + _get_steam_app_id())
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return path
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# Gets the steam app ID from ml_options or the steam_data.json, which should be in the root
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# directory (ie. res://steam_data.json). This file is used by Godot Workshop
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# Utility (GWU), which was developed by Brotato developer Blobfish:
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# https://github.com/thomasgvd/godot-workshop-utility
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static func _get_steam_app_id() -> String:
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# Check if the steam id is stored in the options
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if ModLoaderStore.ml_options.steam_id:
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return str(ModLoaderStore.ml_options.steam_id)
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ModLoaderLog.debug("No Steam ID specified in the Mod Loader options. Attempting to read the steam_data.json file next.", LOG_NAME)
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# If the steam_id is not stored in the options try to get it from the steam_data.json file.
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var game_install_directory := _ModLoaderPath.get_local_folder_dir()
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var steam_app_id := ""
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var file := FileAccess.open(game_install_directory.path_join("steam_data.json"), FileAccess.READ)
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if not file == null:
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var test_json_conv = JSON.new()
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test_json_conv.parse(file.get_as_text())
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var file_content: Dictionary = test_json_conv.get_data()
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file.close()
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if not file_content.has("app_id"):
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ModLoaderLog.error("The steam_data file does not contain an app ID. Mod uploading will not work.", LOG_NAME)
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return ""
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steam_app_id = str(file_content.app_id)
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else :
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ModLoaderLog.error("Can't open steam_data file, \"%s\". Please make sure the file exists and is valid." % game_install_directory.path_join("steam_data.json"), LOG_NAME)
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return steam_app_id
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