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Restrict the project data directory configuration
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@ -42,6 +42,8 @@
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#include "core/os/os.h"
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#include "core/variant/variant_parser.h"
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const String ProjectSettings::PROJECT_DATA_DIR_NAME_SUFFIX = "godot";
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ProjectSettings *ProjectSettings::singleton = nullptr;
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ProjectSettings *ProjectSettings::get_singleton() {
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@ -521,7 +523,8 @@ Error ProjectSettings::setup(const String &p_path, const String &p_main_pack, bo
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}
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// Updating the default value after the project settings have loaded.
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project_data_dir_name = GLOBAL_GET("application/config/project_data_dir_name");
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bool use_hidden_directory = GLOBAL_GET("application/config/use_hidden_project_data_directory");
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project_data_dir_name = (use_hidden_directory ? "." : "") + PROJECT_DATA_DIR_NAME_SUFFIX;
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// Using GLOBAL_GET on every block for compressing can be slow, so assigning here.
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Compression::zstd_long_distance_matching = GLOBAL_GET("compression/formats/zstd/long_distance_matching");
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@ -1094,7 +1097,7 @@ ProjectSettings::ProjectSettings() {
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custom_prop_info["application/run/main_scene"] = PropertyInfo(Variant::STRING, "application/run/main_scene", PROPERTY_HINT_FILE, "*.tscn,*.scn,*.res");
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GLOBAL_DEF("application/run/disable_stdout", false);
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GLOBAL_DEF("application/run/disable_stderr", false);
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project_data_dir_name = GLOBAL_DEF_RST("application/config/project_data_dir_name", ".godot");
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GLOBAL_DEF_RST("application/config/use_hidden_project_data_directory", true);
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GLOBAL_DEF("application/config/use_custom_user_dir", false);
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GLOBAL_DEF("application/config/custom_user_dir_name", "");
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GLOBAL_DEF("application/config/project_settings_override", "");
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@ -42,6 +42,7 @@ class ProjectSettings : public Object {
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public:
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typedef Map<String, Variant> CustomMap;
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static const String PROJECT_DATA_DIR_NAME_SUFFIX;
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enum {
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//properties that are not for built in values begin from this value, so builtin ones are displayed first
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@ -5,7 +5,7 @@
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</brief_description>
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<description>
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[EditorImportPlugin]s provide a way to extend the editor's resource import functionality. Use them to import resources from custom files or to provide alternatives to the editor's existing importers.
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EditorImportPlugins work by associating with specific file extensions and a resource type. See [method _get_recognized_extensions] and [method _get_resource_type]. They may optionally specify some import presets that affect the import process. EditorImportPlugins are responsible for creating the resources and saving them in the [code].godot/imported[/code] directory (see [member ProjectSettings.application/config/project_data_dir_name]).
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EditorImportPlugins work by associating with specific file extensions and a resource type. See [method _get_recognized_extensions] and [method _get_resource_type]. They may optionally specify some import presets that affect the import process. EditorImportPlugins are responsible for creating the resources and saving them in the [code].godot/imported[/code] directory (see [member ProjectSettings.application/config/use_hidden_project_data_directory]).
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Below is an example EditorImportPlugin that imports a [Mesh] from a file with the extension ".special" or ".spec":
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[codeblocks]
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[gdscript]
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@ -198,7 +198,7 @@
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<method name="_get_save_extension" qualifiers="virtual const">
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<return type="String" />
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<description>
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Gets the extension used to save this resource in the [code].godot/imported[/code] directory (see [member ProjectSettings.application/config/project_data_dir_name]).
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Gets the extension used to save this resource in the [code].godot/imported[/code] directory (see [member ProjectSettings.application/config/use_hidden_project_data_directory]).
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</description>
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</method>
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<method name="_get_visible_name" qualifiers="virtual const">
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@ -221,11 +221,6 @@
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The project's name. It is used both by the Project Manager and by exporters. The project name can be translated by translating its value in localization files. The window title will be set to match the project name automatically on startup.
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[b]Note:[/b] Changing this value will also change the user data folder's path if [member application/config/use_custom_user_dir] is [code]false[/code]. After renaming the project, you will no longer be able to access existing data in [code]user://[/code] unless you rename the old folder to match the new project name. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]Data paths[/url] in the documentation for more information.
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</member>
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<member name="application/config/project_data_dir_name" type="String" setter="" getter="" default="".godot"">
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The project data directory is used for storing project-specific data (metadata, shader cache, etc.).
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[b]Note:[/b] Restart the application after changing this setting.
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[b]Note:[/b] Changing this value can help on platforms or with third-party tools where specific directory patterns are disallowed. Only modify this setting if you know that your environment requires it, as changing the default can impact compatibility with some external tools or plugins which expect the default [code].godot[/code] folder.
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</member>
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<member name="application/config/project_settings_override" type="String" setter="" getter="" default="""">
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Specifies a file to override project settings. For example: [code]user://custom_settings.cfg[/code]. See "Overriding" in the [ProjectSettings] class description at the top for more information.
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[b]Note:[/b] Regardless of this setting's value, [code]res://override.cfg[/code] will still be read to override the project settings.
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@ -233,6 +228,12 @@
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<member name="application/config/use_custom_user_dir" type="bool" setter="" getter="" default="false">
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If [code]true[/code], the project will save user data to its own user directory (see [member application/config/custom_user_dir_name]). This setting is only effective on desktop platforms. A name must be set in the [member application/config/custom_user_dir_name] setting for this to take effect. If [code]false[/code], the project will save user data to [code](OS user data directory)/Godot/app_userdata/(project name)[/code].
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</member>
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<member name="application/config/use_hidden_project_data_directory" type="bool" setter="" getter="" default="true">
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If [code]true[/code], the project will use a hidden directory ([code].godot[/code]) for storing project-specific data (metadata, shader cache, etc.).
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If [code]false[/code], a non-hidden directory ([code]godot[/code]) will be used instead.
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[b]Note:[/b] Restart the application after changing this setting.
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[b]Note:[/b] Changing this value can help on platforms or with third-party tools where hidden directory patterns are disallowed. Only modify this setting if you know that your environment requires it, as changing the default can impact compatibility with some external tools or plugins which expect the default [code].godot[/code] folder.
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</member>
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<member name="application/config/windows_native_icon" type="String" setter="" getter="" default="""">
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Icon set in [code].ico[/code] format used on Windows to set the game's icon. This is done automatically on start by calling [method DisplayServer.set_native_icon].
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</member>
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@ -1750,23 +1751,23 @@
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</member>
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<member name="rendering/textures/vram_compression/import_bptc" type="bool" setter="" getter="" default="false">
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If [code]true[/code], the texture importer will import VRAM-compressed textures using the BPTC algorithm. This texture compression algorithm is only supported on desktop platforms, and only when using the Vulkan renderer.
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[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/project_data_dir_name]).
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[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
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</member>
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<member name="rendering/textures/vram_compression/import_etc" type="bool" setter="" getter="" default="false">
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If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression algorithm. This algorithm doesn't support alpha channels in textures.
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[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/project_data_dir_name]).
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[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
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</member>
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<member name="rendering/textures/vram_compression/import_etc2" type="bool" setter="" getter="" default="true">
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If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm. This texture compression algorithm is only supported when using the Vulkan renderer.
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[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/project_data_dir_name]).
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[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
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</member>
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<member name="rendering/textures/vram_compression/import_pvrtc" type="bool" setter="" getter="" default="false">
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If [code]true[/code], the texture importer will import VRAM-compressed textures using the PowerVR Texture Compression algorithm. This texture compression algorithm is only supported on iOS.
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[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/project_data_dir_name]).
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[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
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</member>
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<member name="rendering/textures/vram_compression/import_s3tc" type="bool" setter="" getter="" default="true">
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If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm. This algorithm is only supported on desktop platforms and consoles.
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[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/project_data_dir_name]).
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[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
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</member>
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<member name="rendering/vulkan/descriptor_pools/max_descriptors_per_pool" type="int" setter="" getter="" default="64">
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</member>
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@ -2163,7 +2163,8 @@ Error EditorFileSystem::_resource_import(const String &p_path) {
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}
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bool EditorFileSystem::_should_skip_directory(const String &p_path) {
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if (p_path.begins_with(ProjectSettings::get_singleton()->get_project_data_path())) {
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String project_data_path = ProjectSettings::get_singleton()->get_project_data_path();
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if (p_path == project_data_path || p_path.begins_with(project_data_path + "/")) {
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return true;
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}
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@ -235,7 +235,7 @@ void FindInFiles::_scan_dir(String path, PackedStringArray &out_folders) {
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// Ignore special dirs (such as .git and project data directory)
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String project_data_dir_name = ProjectSettings::get_singleton()->get_project_data_dir_name();
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if (file.begins_with(".") || file.begins_with(project_data_dir_name)) {
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if (file.begins_with(".") || file == project_data_dir_name) {
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continue;
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}
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if (dir->current_is_hidden()) {
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@ -121,15 +121,20 @@ namespace GodotTools.IdeMessaging
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this.messageHandler = messageHandler;
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this.logger = logger;
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// TODO: Need to fetch the project data dir name from ProjectSettings instead of defaulting to ".godot"
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string projectMetadataDir = Path.Combine(godotProjectDir, ".godot", "mono", "metadata");
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// FileSystemWatcher requires an existing directory
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if (!Directory.Exists(projectMetadataDir)) {
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// Check if the non hidden version exists
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string nonHiddenProjectMetadataDir = Path.Combine(godotProjectDir, "godot", "mono", "metadata");
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if (Directory.Exists(nonHiddenProjectMetadataDir)) {
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projectMetadataDir = nonHiddenProjectMetadataDir;
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} else {
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Directory.CreateDirectory(projectMetadataDir);
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}
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}
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MetaFilePath = Path.Combine(projectMetadataDir, GodotIdeMetadata.DefaultFileName);
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// FileSystemWatcher requires an existing directory
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if (!Directory.Exists(projectMetadataDir))
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Directory.CreateDirectory(projectMetadataDir);
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fsWatcher = new FileSystemWatcher(projectMetadataDir, GodotIdeMetadata.DefaultFileName);
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}
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