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Main: Fixup bogus fallback to project manager with more bolognese

WARNING: Hacks everywhere!

The logic in `main.cpp` is due a full rewrite as it's extremely hacky,
splitting argument parsing over several functions, with a mess of global state
and assumptions about what combinations of arguments or lack thereof should
mean in terms of what we want to read: game, editor, project manager, or
command line tools such as `--doctool`, `--export` or `--script`.

Until this is fully rewritten, this patch hacks things some more to ensure
that we don't fall back to the project manager in cases where it's not
warranted, and especially not *too late*, as it can mean that we haven't
properly initialized stuff like `EditorPaths` needed by the PM (which in turn
impacts what kind of path will be used for logs and the shader cache, etc...
the rabbit hole goes deep).

Fixes #41435.
Fixes #49392.
Fixes #49658.
Fixes https://github.com/godotengine/godot/issues/38202#issuecomment-773158477.
This commit is contained in:
Rémi Verschelde
2021-06-16 19:08:29 +02:00
parent 48fe9c9794
commit aa2215e681
3 changed files with 42 additions and 19 deletions

View File

@@ -186,7 +186,7 @@ EditorPaths::EditorPaths() {
// Validate or create project-specific editor data dir (`res://.godot`),
// including shader cache subdir.
if (Main::is_project_manager()) {
if (Main::is_project_manager() || Main::is_cmdline_tool()) {
// Nothing to create, use shared editor data dir for shader cache.
Engine::get_singleton()->set_shader_cache_path(data_dir);
} else {
@@ -209,6 +209,4 @@ EditorPaths::EditorPaths() {
dir_res->make_dir(ProjectSettings::IMPORTED_FILES_PATH);
}
}
print_line("paths valid: " + itos((int)paths_valid));
}