On Windows, use the faster BetterShell

This commit is contained in:
blinry 2021-03-04 14:49:16 +01:00
parent a60b2f9afb
commit 05b98d7a13
6 changed files with 127 additions and 39 deletions

View file

@ -10,6 +10,11 @@ config_version=4
_global_script_classes=[ {
"base": "Node",
"class": "BetterShell",
"language": "GDScript",
"path": "res://scenes/better_shell.gd"
}, {
"base": "Node",
"class": "Chapter",
"language": "GDScript",
"path": "res://scenes/chapter.gd"
@ -40,6 +45,7 @@ _global_script_classes=[ {
"path": "res://scenes/shell_command.gd"
} ]
_global_script_class_icons={
"BetterShell": "",
"Chapter": "",
"FileBrowserItem": "",
"Level": "",

75
scenes/better_shell.gd Normal file
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@ -0,0 +1,75 @@
extends Node
class_name BetterShell
var exit_code
var _cwd
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)
_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]]
#hacky_command += "export PATH=\'"+game.tmp_prefix+":'\"$PATH\";"
hacky_command += "cd '%s' || exit 1;" % _cwd
hacky_command += command
#print(hacky_command)
var result
var shell_command_internal = game.shell_test(hacky_command)
shell_command.output = shell_command_internal.output
shell_command.exit_code = shell_command_internal.exit_code
shell_command.emit_signal("done")
func _shell_binary():
if _os == "X11" or _os == "OSX":
return "bash"
elif _os == "Windows":
return "dependencies\\windows\\git\\bin\\bash.exe"
else:
helpers.crash("Unsupported OS: %s" % _os)

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@ -28,7 +28,7 @@ func _ready():
start_remote_shell()
yield(get_tree().create_timer(0.1), "timeout")
global_shell = Shell.new()
global_shell = new_shell()
# var cmd = global_shell.run("echo hi")
# print(cmd)
@ -138,7 +138,6 @@ func toggle_music():
else:
music.volume_db += 100
func shell_test(command):
mutex.lock()
#print("go")
@ -150,3 +149,9 @@ func shell_test(command):
#print("stop")
mutex.unlock()
return response
func new_shell():
if OS.get_name() == "Windows":
return BetterShell.new()
else:
return Shell.new()

View file

@ -14,7 +14,7 @@ var type = "remote"
var node = preload("res://scenes/node.tscn")
var shell = Shell.new()
var shell = game.new_shell()
var objects = {}
var mouse_inside = false
var has_been_layouted = false

View file

@ -53,44 +53,44 @@ func run_async_thread(shell_command):
for variable in env:
hacky_command += "export %s='%s';" % [variable, env[variable]]
#hacky_command += "export PATH=\'"+game.tmp_prefix+":'\"$PATH\";"
hacky_command += "export PATH=\'"+game.tmp_prefix+":'\"$PATH\";"
hacky_command += "cd '%s' || exit 1;" % _cwd
hacky_command += command
#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)
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
if debug:
print(result["output"])
shell_command.output = result["output"]
shell_command.exit_code = result["exit_code"]
shell_command.emit_signal("done")
func _shell_binary():

View file

@ -13,6 +13,8 @@ onready var completions = $Rows/TopHalf/Completions
var repository
onready var main = get_tree().get_root().get_node("Main")
var shell = Shell.new()
var premade_commands = [
'git commit --allow-empty -m "empty"',
'echo $RANDOM | git hash-object -w --stdin',
@ -85,9 +87,9 @@ func send_command(command):
editor_regex.compile("^(vim?|gedit|emacs|kate|nano|code) ")
command = editor_regex.sub(command, "fake-editor ")
# var cmd = repository.shell.run_async(command, false)
# yield(cmd, "done")
var cmd = game.shell_test(command)
shell.cd(repository.path)
var cmd = shell.run_async(command, false)
yield(cmd, "done")
call_deferred("command_done", cmd)
func command_done(cmd):