neon-sprawl/client/addons/gdUnit4/src/update/GdUnitUpdate.gd

306 lines
9.3 KiB
GDScript

@tool
extends Container
const GdUnitTools := preload("res://addons/gdUnit4/src/core/GdUnitTools.gd")
const GdUnitUpdateClient := preload("res://addons/gdUnit4/src/update/GdUnitUpdateClient.gd")
const GDUNIT_TEMP := "user://tmp"
@onready var _progress_content: RichTextLabel = %message
@onready var _progress_bar: TextureProgressBar = %progress
@onready var _cancel_btn: Button = %cancel
@onready var _update_btn: Button = %update
@onready var _spinner_img := GdUnitUiTools.get_spinner()
var _debug_mode := false
var _update_client :GdUnitUpdateClient
var _download_url :String
func _ready() -> void:
init_progress(6)
func _process(_delta :float) -> void:
if _progress_content != null and _progress_content.is_visible_in_tree():
_progress_content.queue_redraw()
func init_progress(max_value: int) -> void:
_cancel_btn.disabled = false
_update_btn.disabled = false
_progress_bar.max_value = max_value
_progress_bar.value = 1
message_h4("Press [Update] to start.", Color.GREEN, false)
func setup(update_client: GdUnitUpdateClient, download_url: String) -> void:
_update_client = update_client
_download_url = download_url
func update_progress(message: String, color := Color.GREEN) -> void:
message_h4(message, color)
_progress_bar.value += 1
if _debug_mode:
await get_tree().create_timer(3).timeout
await get_tree().create_timer(.2).timeout
func _colored(message: String, color: Color) -> String:
return "[color=#%s]%s[/color]" % [color.to_html(), message]
func message_h4(message: String, color: Color, show_spinner := true) -> void:
_progress_content.clear()
if show_spinner:
_progress_content.add_image(_spinner_img)
_progress_content.append_text(" [font_size=16]%s[/font_size]" % _colored(message, color))
if _debug_mode:
prints(message)
@warning_ignore("return_value_discarded")
func run_update() -> void:
_cancel_btn.disabled = true
_update_btn.disabled = true
await update_progress("Downloading the update.")
await download_release()
await update_progress("Extracting")
var zip_file := temp_dir() + "/update.zip"
var tmp_path := create_temp_dir("update")
var result :Variant = extract_zip(zip_file, tmp_path)
if result == null:
await update_progress("Update failed! .. Rollback.", Color.INDIAN_RED)
await get_tree().create_timer(3).timeout
_cancel_btn.disabled = false
_update_btn.disabled = false
init_progress(5)
hide()
return
await update_progress("Uninstall GdUnit4.")
disable_gdUnit()
if not _debug_mode:
GdUnitFileAccess.delete_directory("res://addons/gdUnit4/")
# give editor time to react on deleted files
await get_tree().create_timer(1).timeout
await update_progress("Install new GdUnit4 version.")
if _debug_mode:
copy_directory(tmp_path, "res://debug")
else:
copy_directory(tmp_path, "res://")
await update_progress("Patch invalid UID's")
await patch_uids()
await rebuild_project()
await update_progress("New GdUnit version successfully installed, Restarting Godot please wait.")
await get_tree().create_timer(3).timeout
enable_gdUnit()
hide()
GdUnitFileAccess.delete_directory("res://addons/.gdunit_update")
restart_godot()
func patch_uids(path := "res://addons/gdUnit4/src/") -> void:
var to_reimport: PackedStringArray
for file in DirAccess.get_files_at(path):
var file_path := path.path_join(file)
var ext := file.get_extension()
if ext == "tscn" or ext == "scn" or ext == "tres" or ext == "res":
message_h4("Patch GdUnit4 scene: '%s'" % file, Color.WEB_GREEN)
remove_uids_from_file(file_path)
elif FileAccess.file_exists(file_path + ".import"):
to_reimport.append(file_path)
if not to_reimport.is_empty():
message_h4("Reimport resources '%s'" % ", ".join(to_reimport), Color.WEB_GREEN)
if Engine.is_editor_hint():
EditorInterface.get_resource_filesystem().reimport_files(to_reimport)
for dir in DirAccess.get_directories_at(path):
if not dir.begins_with("."):
patch_uids(path.path_join(dir))
await get_tree().process_frame
func remove_uids_from_file(file_path: String) -> bool:
var file := FileAccess.open(file_path, FileAccess.READ)
if file == null:
print("Failed to open file: ", file_path)
return false
var original_content := file.get_as_text()
file.close()
# Remove UIDs using regex
var regex := RegEx.new()
regex.compile("(\\[ext_resource[^\\]]*?)\\s+uid=\"uid://[^\"]*\"")
var modified_content := regex.sub(original_content, "$1", true)
# Check if any changes were made
if original_content != modified_content:
prints("Patched invalid uid's out in '%s'" % file_path)
# Write the modified content back
file = FileAccess.open(file_path, FileAccess.WRITE)
if file == null:
print("Failed to write to file: ", file_path)
return false
file.store_string(modified_content)
file.close()
return true
return false
func restart_godot() -> void:
prints("Force restart Godot")
EditorInterface.restart_editor(true)
@warning_ignore("return_value_discarded")
func enable_gdUnit() -> void:
var enabled_plugins := PackedStringArray()
if ProjectSettings.has_setting("editor_plugins/enabled"):
enabled_plugins = ProjectSettings.get_setting("editor_plugins/enabled")
if not enabled_plugins.has("res://addons/gdUnit4/plugin.cfg"):
enabled_plugins.append("res://addons/gdUnit4/plugin.cfg")
ProjectSettings.set_setting("editor_plugins/enabled", enabled_plugins)
ProjectSettings.save()
func disable_gdUnit() -> void:
EditorInterface.set_plugin_enabled("gdUnit4", false)
func temp_dir() -> String:
if not DirAccess.dir_exists_absolute(GDUNIT_TEMP):
@warning_ignore("return_value_discarded")
DirAccess.make_dir_recursive_absolute(GDUNIT_TEMP)
return GDUNIT_TEMP
func create_temp_dir(folder_name :String) -> String:
var new_folder := temp_dir() + "/" + folder_name
GdUnitFileAccess.delete_directory(new_folder)
if not DirAccess.dir_exists_absolute(new_folder):
@warning_ignore("return_value_discarded")
DirAccess.make_dir_recursive_absolute(new_folder)
return new_folder
func copy_directory(from_dir: String, to_dir: String) -> bool:
if not DirAccess.dir_exists_absolute(from_dir):
printerr("Source directory not found '%s'" % from_dir)
return false
# check if destination exists
if not DirAccess.dir_exists_absolute(to_dir):
# create it
var err := DirAccess.make_dir_recursive_absolute(to_dir)
if err != OK:
printerr("Can't create directory '%s'. Error: %s" % [to_dir, error_string(err)])
return false
var source_dir := DirAccess.open(from_dir)
var dest_dir := DirAccess.open(to_dir)
if source_dir != null:
@warning_ignore("return_value_discarded")
source_dir.list_dir_begin()
var next := "."
while next != "":
next = source_dir.get_next()
if next == "" or next == "." or next == "..":
continue
var source := source_dir.get_current_dir() + "/" + next
var dest := dest_dir.get_current_dir() + "/" + next
if source_dir.current_is_dir():
@warning_ignore("return_value_discarded")
copy_directory(source + "/", dest)
continue
var err := source_dir.copy(source, dest)
if err != OK:
printerr("Error checked copy file '%s' to '%s'" % [source, dest])
return false
return true
else:
printerr("Directory not found: " + from_dir)
return false
func extract_zip(zip_package: String, dest_path: String) -> Variant:
var zip: ZIPReader = ZIPReader.new()
var err := zip.open(zip_package)
if err != OK:
printerr("Extracting `%s` failed! Please collect the error log and report this. Error Code: %s" % [zip_package, err])
return null
var zip_entries: PackedStringArray = zip.get_files()
# Get base path and step over archive folder
var archive_path := zip_entries[0]
zip_entries.remove_at(0)
for zip_entry in zip_entries:
var new_file_path: String = dest_path + "/" + zip_entry.replace(archive_path, "")
if zip_entry.ends_with("/"):
@warning_ignore("return_value_discarded")
DirAccess.make_dir_recursive_absolute(new_file_path)
continue
var file: FileAccess = FileAccess.open(new_file_path, FileAccess.WRITE)
file.store_buffer(zip.read_file(zip_entry))
@warning_ignore("return_value_discarded")
zip.close()
return dest_path
func download_release() -> void:
var zip_file := GdUnitFileAccess.temp_dir() + "/update.zip"
var response :GdUnitUpdateClient.HttpResponse
if _debug_mode:
response = GdUnitUpdateClient.HttpResponse.new(200, PackedByteArray())
zip_file = "res://update.zip"
return
response = await _update_client.request_zip_package(_download_url, zip_file)
if response.status() != 200:
push_warning("Update information cannot be retrieved from GitHub! \n Error code: %d : %s" % [response.status(), response.response()])
message_h4("Download the update failed! Try it later again.", Color.INDIAN_RED)
await get_tree().create_timer(3).timeout
func rebuild_project() -> void:
# Check if this is a Godot .NET runtime instance
if not ClassDB.class_exists("CSharpScript"):
return
update_progress("Rebuild the project ...")
await get_tree().process_frame
var output := []
var exit_code := OS.execute("dotnet", ["build"], output)
if exit_code == -1:
message_h4("Rebuild the project failed, check your project dependencies.", Color.INDIAN_RED)
await get_tree().create_timer(3).timeout
return
for out: String in output:
print_rich("[color=DEEP_SKY_BLUE] %s" % out.strip_edges())
await get_tree().process_frame
func _on_confirmed() -> void:
await run_update()
func _on_cancel_pressed() -> void:
hide()
func _on_update_pressed() -> void:
await run_update()