oh-my-git/scenes/shell.gd

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GDScript3
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extends Node
class_name Shell
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var exit_code
var _cwd
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var _os = OS.get_name()
func _init():
# Create required directories and move into the tmp directory.
_cwd = "/tmp"
run("mkdir -p '%s/repos'" % game.tmp_prefix)
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_cwd = game.tmp_prefix
func cd(dir):
_cwd = dir
# Run a shell command given as a string. Run this if you're interested in the
# output of the command.
func run(command, crash_on_fail=true):
var shell_command = ShellCommand.new()
shell_command.command = command
shell_command.crash_on_fail = crash_on_fail
run_async_thread(shell_command)
exit_code = shell_command.exit_code
return shell_command.output
func run_async(command, crash_on_fail=true):
var shell_command = ShellCommand.new()
shell_command.command = command
shell_command.crash_on_fail = crash_on_fail
var t = Thread.new()
shell_command.thread = t
t.start(self, "run_async_thread", shell_command)
return shell_command
func run_async_thread(shell_command):
var debug = false
var command = shell_command.command
var crash_on_fail = shell_command.crash_on_fail
if debug:
print("$ %s" % command)
var env = {}
env["HOME"] = game.tmp_prefix
var hacky_command = ""
for variable in env:
hacky_command += "export %s='%s';" % [variable, env[variable]]
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#hacky_command += "export PATH=\'"+game.tmp_prefix+":'\"$PATH\";"
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hacky_command += "cd '%s' || exit 1;" % _cwd
hacky_command += command
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#print(hacky_command)
var result
var shell_command_internal = game.shell_test(hacky_command)
# if _os == "X11" or _os == "OSX":
# # Godot's OS.execute wraps each argument in double quotes before executing
# # on Linux and macOS.
# # Because we want to be in a single-quote context, where nothing is evaluated,
# # we end those double quotes and start a single quoted string. For each single
# # quote appearing in our string, we close the single quoted string, and add
# # a double quoted string containing the single quote. Ooooof!
# #
# # Example: The string
# #
# # test 'fu' "bla" blubb
# #
# # becomes
# #
# # "'test '"'"'fu'"'"' "bla" blubb"
#
# hacky_command = '"\''+hacky_command.replace("'", "'\"'\"'")+'\'"'
# result = helpers.exec(_shell_binary(), ["-c", hacky_command], crash_on_fail)
# elif _os == "Windows":
# # On Windows, if the command contains a newline (even if inside a string),
# # execution will end. To avoid that, we first write the command to a file,
# # and run that file with bash.
# var script_path = game.tmp_prefix + "command" + str(randi())
# helpers.write_file(script_path, hacky_command)
# result = helpers.exec(_shell_binary(), [script_path], crash_on_fail)
# else:
# helpers.crash("Unimplemented OS: %s" % _os)
shell_command.output = shell_command_internal.output
shell_command.exit_code = shell_command_internal.exit_code
shell_command.emit_signal("done")
func _shell_binary():
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if _os == "X11" or _os == "OSX":
return "bash"
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elif _os == "Windows":
return "dependencies\\windows\\git\\bin\\bash.exe"
else:
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helpers.crash("Unsupported OS: %s" % _os)
#var _t
#func run_async(command):
# _t = Thread.new()
# _t.start(self, "run_async_thread", command)
#
#func run_async_thread(command):
# var port = 1000 + (randi() % 1000)
# var s = TCP_Server.new()
# s.listen(port)
# var _pid = OS.execute("ncat", ["127.0.0.1", str(port), "-c", command], false, [], true)
# while not s.is_connection_available():
# pass
# var c = s.take_connection()
# while c.get_status() == StreamPeerTCP.STATUS_CONNECTED:
# read_from(c)
# OS.delay_msec(1000/30)
# read_from(c)
# c.disconnect_from_host()
# s.stop()
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func read_from(c):
var total_available = c.get_available_bytes()
print(str(total_available)+" bytes available")
while total_available > 0:
var available = min(1024, total_available)
total_available -= available
print("reading "+str(available))
var data = c.get_utf8_string(available)
#emit_signal("output", data)
print(data.size())