extends Node class_name Shell 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 var result 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 debug: print(result["output"]) shell_command.output = result["output"] shell_command.exit_code = result["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) #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() 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())