extends Node var tmp_prefix = _tmp_prefix() var global_shell var fake_editor var _file = "user://savegame.json" var state = {} func _ready(): global_shell = Shell.new() fake_editor = copy_file_to_game_env("fake-editor") copy_file_to_game_env("fake-editor-noblock") load_state() func _initial_state(): return {"history": []} func save_state() -> bool: var savegame = File.new() savegame.open(_file, File.WRITE) savegame.store_line(to_json(state)) savegame.close() return true func load_state() -> bool: var savegame = File.new() if not savegame.file_exists(_file): save_state() savegame.open(_file, File.READ) state = _initial_state() var new_state = parse_json(savegame.get_line()) for key in new_state: state[key] = new_state[key] savegame.close() return true func copy_file_to_game_env(filename): # Copy fake-editor to tmp directory (because the original might be in a .pck file). var file_outside = tmp_prefix + filename var file_inside = "/tmp/"+filename var content = helpers.read_file("res://scripts/"+filename) helpers.write_file(file_outside, content) global_shell.run("chmod u+x " + file_inside) return file_inside func _tmp_prefix(): var os = OS.get_name() if os == "X11": return "/tmp/" elif os == "Windows": # For some reason, this command outputs a space in the end? We remove it. # Also, Godot's default is to use forward slashes for everything. return helpers.exec("echo", ["%TEMP%"]).replacen("\\", "/").replace(" \n", "/") else: helpers.crash("Unsupported OS: %s" % os)