extends Node var tmp_prefix = _tmp_prefix() var global_shell var debug_file_io = false 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 = game.read_file("res://scripts/"+filename, "") if content.empty(): push_error(filename + " could not be read.") write_file(file_outside, content) global_shell.run("chmod u+x " + file_inside) return file_inside func read_file(path, fallback_string): if debug_file_io: print("reading " + path) var file = File.new() var open_status = file.open(path, File.READ) if open_status == OK: var content = file.get_as_text() file.close() return content else: return fallback_string func write_file(path, content): if debug_file_io: print("writing " + path) var file = File.new() file.open(path, File.WRITE) file.store_string(content) file.close() return true 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 exec("echo", ["%TEMP%"]).replacen("\\", "/").replace(" \n", "/") else: push_error("Unsupported OS") get_tree().quit() # Run a simple command with arguments, blocking, using OS.execute. func exec(command, args=[]): var debug = false if debug: print("exec: %s [%s]" % [command, PoolStringArray(args).join(", ")]) var output = [] var exit_code = OS.execute(command, args, true, output, true) output = output[0] if exit_code != 0: push_error("OS.execute failed: %s [%s] Output: %s" % [command, PoolStringArray(args).join(", "), output]) if debug: print(output) return output