mirror of
https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
synced 2025-10-22 07:28:14 +00:00
309 lines
11 KiB
GDScript
309 lines
11 KiB
GDScript
class_name _ModLoaderPath
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extends RefCounted
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# This Class provides util functions for working with paths.
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# Currently all of the included functions are internal and should only be used by the mod loader itself.
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const LOG_NAME := "ModLoader:Path"
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static var MOD_CONFIG_DIR_PATH : String = get_modconfigs_path()
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static var MOD_CONFIG_DIR_PATH_OLD : String = get_modconfigs_path_old()
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static func get_modconfigs_path() -> String:
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var exe_dir = OS.get_executable_path().get_base_dir()
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var portable_flag = exe_dir.path_join("portable.txt")
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if FileAccess.file_exists(portable_flag):
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return exe_dir.path_join("config/mod_configs")
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else:
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return "user://configs"
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static func get_modconfigs_path_old() -> String:
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var exe_dir = OS.get_executable_path().get_base_dir()
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var portable_flag = exe_dir.path_join("portable.txt")
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if FileAccess.file_exists(portable_flag):
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return exe_dir.path_join("config/configs")
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else:
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return "user://configs"
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# Get the path to a local folder. Primarily used to get the (packed) mods
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# folder, ie "res://mods" or the OS's equivalent, as well as the configs path
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static func get_local_folder_dir(subfolder: String = "") -> String:
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return get_game_install_dir().path_join(subfolder)
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static func get_game_install_dir() -> String:
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var game_install_directory := OS.get_executable_path().get_base_dir()
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if OS.get_name() == "macOS":
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game_install_directory = game_install_directory.get_base_dir().get_base_dir()
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if game_install_directory.ends_with(".app"):
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game_install_directory = game_install_directory.get_base_dir()
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# Fix for running the game through the Godot editor (as the EXE path would be
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# the editor's own EXE, which won't have any mod ZIPs)
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# if OS.is_debug_build():
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if OS.has_feature("editor"):
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game_install_directory = "res://"
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return game_install_directory
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# Get the path where override.cfg will be stored.
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# Not the same as the local folder dir (for mac)
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static func get_override_path() -> String:
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var base_path := ""
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if OS.has_feature("editor"):
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base_path = ProjectSettings.globalize_path("res://")
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else:
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# this is technically different to res:// in macos, but we want the
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# executable dir anyway, so it is exactly what we need
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base_path = OS.get_executable_path().get_base_dir()
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return base_path.path_join("override.cfg")
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# Provide a path, get the file name at the end of the path
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static func get_file_name_from_path(path: String, make_lower_case := true, remove_extension := false) -> String:
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var file_name := path.get_file()
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if make_lower_case:
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file_name = file_name.to_lower()
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if remove_extension:
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file_name = file_name.trim_suffix("." + file_name.get_extension())
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return file_name
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# Provide a zip_path to a workshop mod, returns the steam_workshop_id
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static func get_steam_workshop_id(zip_path: String) -> String:
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if not zip_path.contains("/Steam/steamapps/workshop/content"):
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return ""
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return zip_path.get_base_dir().split("/")[-1]
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# Get a flat array of all files in the target directory.
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# Source: https://gist.github.com/willnationsdev/00d97aa8339138fd7ef0d6bd42748f6e
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static func get_flat_view_dict(p_dir := "res://", p_match := "", p_match_is_regex := false) -> PackedStringArray:
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var data: PackedStringArray = []
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var regex: RegEx
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if p_match_is_regex:
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regex = RegEx.new()
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var _compile_error: int = regex.compile(p_match)
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if not regex.is_valid():
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return data
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var dirs := [p_dir]
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var first := true
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while not dirs.is_empty():
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var dir_name: String = dirs.back()
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dirs.pop_back()
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var dir := DirAccess.open(dir_name)
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if not dir == null:
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var _dirlist_error: int = dir.list_dir_begin() # TODOGODOT4 fill missing arguments https://github.com/godotengine/godot/pull/40547
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var file_name := dir.get_next()
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while file_name != "":
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if not dir_name == "res://":
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first = false
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# ignore hidden, temporary, or system content
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if not file_name.begins_with(".") and not file_name.get_extension() in ["tmp", "import"]:
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# If a directory, then add to list of directories to visit
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if dir.current_is_dir():
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dirs.push_back(dir.get_current_dir().path_join(file_name))
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# If a file, check if we already have a record for the same name
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else:
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var path := dir.get_current_dir() + ("/" if not first else "") + file_name
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# grab all
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if not p_match:
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data.append(path)
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# grab matching strings
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elif not p_match_is_regex and file_name.find(p_match, 0) != -1:
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data.append(path)
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# grab matching regex
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else:
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var regex_match := regex.search(path)
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if regex_match != null:
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data.append(path)
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# Move on to the next file in this directory
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file_name = dir.get_next()
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# We've exhausted all files in this directory. Close the iterator.
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dir.list_dir_end()
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return data
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# Returns an array of file paths inside the src dir
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static func get_file_paths_in_dir(src_dir_path: String) -> Array:
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var file_paths := []
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var dir := DirAccess.open(src_dir_path)
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if dir == null:
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ModLoaderLog.error("Encountered an error (%s) when attempting to open a directory, with the path: %s" % [error_string(DirAccess.get_open_error()), src_dir_path], LOG_NAME)
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return file_paths
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dir.list_dir_begin() # TODOGODOT4 fill missing arguments https://github.com/godotengine/godot/pull/40547
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var file_name := dir.get_next()
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while (file_name != ""):
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if not dir.current_is_dir():
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file_paths.push_back(src_dir_path.path_join(file_name))
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file_name = dir.get_next()
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return file_paths
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# Returns an array of directory paths inside the src dir
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static func get_dir_paths_in_dir(src_dir_path: String) -> Array:
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var dir_paths := []
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var dir := DirAccess.open(src_dir_path)
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if dir == null:
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ModLoaderLog.error("Encountered an error (%s) when attempting to open a directory, with the path: %s" % [error_string(DirAccess.get_open_error()), src_dir_path], LOG_NAME)
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return dir_paths
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dir.list_dir_begin()
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var file_name := dir.get_next()
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while (file_name != ""):
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if file_name == "." or file_name == "..":
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file_name = dir.get_next()
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continue
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if dir.current_is_dir():
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dir_paths.push_back(src_dir_path.path_join(file_name))
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file_name = dir.get_next()
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return dir_paths
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# Get the path to the mods folder, with any applicable overrides applied
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static func get_path_to_mods() -> String:
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var mods_folder_path := get_local_folder_dir("mods")
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if ModLoaderStore:
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if ModLoaderStore.ml_options.override_path_to_mods:
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mods_folder_path = ModLoaderStore.ml_options.override_path_to_mods
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return mods_folder_path
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# Finds the global paths to all zips in provided directory
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static func get_zip_paths_in(folder_path: String) -> Array[String]:
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var zip_paths: Array[String] = []
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var files := Array(DirAccess.get_files_at(folder_path))\
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.filter(
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func(file_name: String):
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return is_zip(file_name)
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).map(
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func(file_name: String):
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return ProjectSettings.globalize_path(folder_path.path_join(file_name))
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)
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# only .assign()ing to a typed array lets us return Array[String] instead of just Array
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zip_paths.assign(files)
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return zip_paths
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static func get_mod_paths_from_all_sources() -> Array[String]:
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var mod_paths: Array[String] = []
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var mod_dirs := get_dir_paths_in_dir(get_unpacked_mods_dir_path())
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if ModLoaderStore.has_feature.editor or ModLoaderStore.ml_options.load_from_unpacked:
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mod_paths.append_array(mod_dirs)
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else:
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ModLoaderLog.info("Loading mods from \"res://mods-unpacked\" is disabled.", LOG_NAME)
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if ModLoaderStore.ml_options.load_from_local:
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var mods_dir := get_path_to_mods()
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if not DirAccess.dir_exists_absolute(mods_dir):
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ModLoaderLog.info("The directory for mods at path \"%s\" does not exist." % mods_dir, LOG_NAME)
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else:
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mod_paths.append_array(get_zip_paths_in(mods_dir))
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if ModLoaderStore.ml_options.load_from_steam_workshop:
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mod_paths.append_array(_ModLoaderSteam.find_steam_workshop_zips())
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return mod_paths
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static func get_path_to_mod_manifest(mod_id: String) -> String:
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return get_path_to_mods().path_join(mod_id).path_join("manifest.json")
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static func get_unpacked_mods_dir_path() -> String:
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return ModLoaderStore.UNPACKED_DIR
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# Get the path to the configs folder, with any applicable overrides applied
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static func get_path_to_configs() -> String:
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if _ModLoaderFile.dir_exists(MOD_CONFIG_DIR_PATH_OLD):
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handle_mod_config_path_deprecation()
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var configs_path := MOD_CONFIG_DIR_PATH
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if ModLoaderStore:
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if ModLoaderStore.ml_options.override_path_to_configs:
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configs_path = ModLoaderStore.ml_options.override_path_to_configs
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return configs_path
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# Get the path to a mods config folder
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static func get_path_to_mod_configs_dir(mod_id: String) -> String:
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return get_path_to_configs().path_join(mod_id)
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# Get the path to a mods config file
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static func get_path_to_mod_config_file(mod_id: String, config_name: String) -> String:
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var mod_config_dir := get_path_to_mod_configs_dir(mod_id)
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return mod_config_dir.path_join(config_name + ".json")
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# Get the path to the zip file that contains the vanilla scripts with
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# added mod hooks, considering all overrides
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static func get_path_to_hook_pack() -> String:
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var path := get_game_install_dir()
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if not ModLoaderStore.ml_options.override_path_to_hook_pack.is_empty():
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path = ModLoaderStore.ml_options.override_path_to_hook_pack
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var name := ModLoaderStore.MOD_HOOK_PACK_NAME
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if not ModLoaderStore.ml_options.override_hook_pack_name.is_empty():
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name = ModLoaderStore.ml_options.override_hook_pack_name
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return path.path_join(name)
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# Returns the mod directory name ("some-mod") from a given path (e.g. "res://mods-unpacked/some-mod/extensions/extension.gd")
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static func get_mod_dir(path: String) -> String:
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var initial := ModLoaderStore.UNPACKED_DIR
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var ending := "/"
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var start_index: int = path.find(initial)
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if start_index == -1:
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ModLoaderLog.error("Initial string not found.", LOG_NAME)
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return ""
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start_index += initial.length()
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var end_index: int = path.find(ending, start_index)
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if end_index == -1:
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ModLoaderLog.error("Ending string not found.", LOG_NAME)
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return ""
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var found_string: String = path.substr(start_index, end_index - start_index)
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return found_string
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# Checks if the path ends with .zip
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static func is_zip(path: String) -> bool:
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return path.get_extension() == "zip"
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static func handle_mod_config_path_deprecation() -> void:
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ModLoaderDeprecated.deprecated_message("The mod config path has been moved to \"%s\".
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The Mod Loader will attempt to rename the config directory." % MOD_CONFIG_DIR_PATH, "7.0.0")
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var error := DirAccess.rename_absolute(MOD_CONFIG_DIR_PATH_OLD, MOD_CONFIG_DIR_PATH)
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if not error == OK:
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ModLoaderLog.error("Failed to rename the config directory with error \"%s\"." % [error_string(error)], LOG_NAME)
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else:
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ModLoaderLog.success("Successfully renamed config directory to \"%s\"." % MOD_CONFIG_DIR_PATH, LOG_NAME)
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