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https://github.com/git-learning-game/oh-my-git.git
synced 2024-11-03 19:04:40 +01:00
On Windows, use the faster BetterShell
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parent
3896a0492a
commit
9a02dd4047
6 changed files with 127 additions and 39 deletions
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@ -10,6 +10,11 @@ config_version=4
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_global_script_classes=[ {
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"base": "Node",
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"class": "BetterShell",
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"language": "GDScript",
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"path": "res://scenes/better_shell.gd"
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}, {
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"base": "Node",
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"class": "Chapter",
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"language": "GDScript",
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"path": "res://scenes/chapter.gd"
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@ -40,6 +45,7 @@ _global_script_classes=[ {
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"path": "res://scenes/shell_command.gd"
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} ]
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_global_script_class_icons={
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"BetterShell": "",
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"Chapter": "",
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"FileBrowserItem": "",
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"Level": "",
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75
scenes/better_shell.gd
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75
scenes/better_shell.gd
Normal file
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@ -0,0 +1,75 @@
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extends Node
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class_name BetterShell
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var exit_code
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var _cwd
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var _os = OS.get_name()
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func _init():
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# Create required directories and move into the tmp directory.
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_cwd = "/tmp"
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run("mkdir -p '%s/repos'" % game.tmp_prefix)
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_cwd = game.tmp_prefix
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func cd(dir):
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_cwd = dir
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# Run a shell command given as a string. Run this if you're interested in the
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# output of the command.
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func run(command, crash_on_fail=true):
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var shell_command = ShellCommand.new()
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shell_command.command = command
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shell_command.crash_on_fail = crash_on_fail
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run_async_thread(shell_command)
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exit_code = shell_command.exit_code
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return shell_command.output
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func run_async(command, crash_on_fail=true):
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var shell_command = ShellCommand.new()
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shell_command.command = command
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shell_command.crash_on_fail = crash_on_fail
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var t = Thread.new()
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shell_command.thread = t
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t.start(self, "run_async_thread", shell_command)
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return shell_command
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func run_async_thread(shell_command):
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var debug = false
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var command = shell_command.command
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var crash_on_fail = shell_command.crash_on_fail
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if debug:
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print("$ %s" % command)
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var env = {}
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env["HOME"] = game.tmp_prefix
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var hacky_command = ""
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for variable in env:
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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
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hacky_command += command
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#print(hacky_command)
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var result
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var shell_command_internal = game.shell_test(hacky_command)
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shell_command.output = shell_command_internal.output
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shell_command.exit_code = shell_command_internal.exit_code
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shell_command.emit_signal("done")
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func _shell_binary():
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if _os == "X11" or _os == "OSX":
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return "bash"
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elif _os == "Windows":
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return "dependencies\\windows\\git\\bin\\bash.exe"
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else:
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helpers.crash("Unsupported OS: %s" % _os)
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@ -28,7 +28,7 @@ func _ready():
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start_remote_shell()
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yield(get_tree().create_timer(0.1), "timeout")
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global_shell = Shell.new()
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global_shell = new_shell()
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# var cmd = global_shell.run("echo hi")
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# print(cmd)
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@ -138,7 +138,6 @@ func toggle_music():
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else:
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music.volume_db += 100
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func shell_test(command):
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mutex.lock()
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#print("go")
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@ -150,3 +149,9 @@ func shell_test(command):
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#print("stop")
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mutex.unlock()
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return response
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func new_shell():
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if OS.get_name() == "Windows":
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return BetterShell.new()
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else:
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return Shell.new()
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@ -14,7 +14,7 @@ var type = "remote"
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var node = preload("res://scenes/node.tscn")
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var shell = Shell.new()
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var shell = game.new_shell()
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var objects = {}
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var mouse_inside = false
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var has_been_layouted = false
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@ -53,44 +53,44 @@ func run_async_thread(shell_command):
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for variable in env:
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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 += "export PATH=\'"+game.tmp_prefix+":'\"$PATH\";"
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hacky_command += "cd '%s' || exit 1;" % _cwd
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hacky_command += command
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#print(hacky_command)
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var result
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var shell_command_internal = game.shell_test(hacky_command)
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# if _os == "X11" or _os == "OSX":
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# # Godot's OS.execute wraps each argument in double quotes before executing
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# # on Linux and macOS.
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# # Because we want to be in a single-quote context, where nothing is evaluated,
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# # we end those double quotes and start a single quoted string. For each single
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# # quote appearing in our string, we close the single quoted string, and add
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# # a double quoted string containing the single quote. Ooooof!
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# #
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# # Example: The string
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# #
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# # test 'fu' "bla" blubb
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# #
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# # becomes
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# #
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# # "'test '"'"'fu'"'"' "bla" blubb"
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#
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# hacky_command = '"\''+hacky_command.replace("'", "'\"'\"'")+'\'"'
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# result = helpers.exec(_shell_binary(), ["-c", hacky_command], crash_on_fail)
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# elif _os == "Windows":
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# # On Windows, if the command contains a newline (even if inside a string),
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# # execution will end. To avoid that, we first write the command to a file,
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# # and run that file with bash.
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# var script_path = game.tmp_prefix + "command" + str(randi())
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# helpers.write_file(script_path, hacky_command)
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# result = helpers.exec(_shell_binary(), [script_path], crash_on_fail)
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# else:
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# helpers.crash("Unimplemented OS: %s" % _os)
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if _os == "X11" or _os == "OSX":
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# Godot's OS.execute wraps each argument in double quotes before executing
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# on Linux and macOS.
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# Because we want to be in a single-quote context, where nothing is evaluated,
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# we end those double quotes and start a single quoted string. For each single
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# quote appearing in our string, we close the single quoted string, and add
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# a double quoted string containing the single quote. Ooooof!
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#
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# Example: The string
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#
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# test 'fu' "bla" blubb
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#
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# becomes
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#
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# "'test '"'"'fu'"'"' "bla" blubb"
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hacky_command = '"\''+hacky_command.replace("'", "'\"'\"'")+'\'"'
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result = helpers.exec(_shell_binary(), ["-c", hacky_command], crash_on_fail)
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elif _os == "Windows":
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# On Windows, if the command contains a newline (even if inside a string),
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# execution will end. To avoid that, we first write the command to a file,
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# and run that file with bash.
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var script_path = game.tmp_prefix + "command" + str(randi())
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helpers.write_file(script_path, hacky_command)
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result = helpers.exec(_shell_binary(), [script_path], crash_on_fail)
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else:
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helpers.crash("Unimplemented OS: %s" % _os)
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shell_command.output = shell_command_internal.output
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shell_command.exit_code = shell_command_internal.exit_code
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if debug:
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print(result["output"])
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shell_command.output = result["output"]
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shell_command.exit_code = result["exit_code"]
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shell_command.emit_signal("done")
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func _shell_binary():
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@ -13,6 +13,8 @@ onready var completions = $Rows/TopHalf/Completions
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var repository
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onready var main = get_tree().get_root().get_node("Main")
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var shell = Shell.new()
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var premade_commands = [
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'git commit --allow-empty -m "empty"',
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'echo $RANDOM | git hash-object -w --stdin',
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@ -85,9 +87,9 @@ func send_command(command):
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editor_regex.compile("^(vim?|gedit|emacs|kate|nano|code) ")
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command = editor_regex.sub(command, "fake-editor ")
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# var cmd = repository.shell.run_async(command, false)
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# yield(cmd, "done")
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var cmd = game.shell_test(command)
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shell.cd(repository.path)
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var cmd = shell.run_async(command, false)
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yield(cmd, "done")
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call_deferred("command_done", cmd)
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func command_done(cmd):
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