Files
Super-Mario-Bros.-Remastere…/addons/mod_loader/internal/path.gd
2025-09-26 20:32:42 +01:00

309 lines
11 KiB
GDScript

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