117 lines
4.5 KiB
ReStructuredText
117 lines
4.5 KiB
ReStructuredText
.. _doc_filesystem:
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File system
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===========
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Introduction
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------------
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File systems are yet another hot topic in engine development. The
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file system manages how the assets are stored, and how they are accessed.
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A well designed file system also allows multiple developers to edit the
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same source files and assets while collaborating together.
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Initial versions of the Godot engine (and previous iterations before it was
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named Godot) used a database. Assets were stored in it and assigned an
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ID. Other approaches were tried as well, such as local databases, files with
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metadata, etc. In the end the simple approach won and now Godot stores
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all assets as files in the file system.
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Implementation
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--------------
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The file system stores resources on disk. Anything, from a script, to a scene or a
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PNG image is a resource to the engine. If a resource contains properties
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that reference other resources on disk, the paths to those resources are also
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included. If a resource has sub-resources that are built-in, the resource is
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saved in a single file together with all the bundled sub-resources. For
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example, a font resource is often bundled together with the font textures.
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In general the Godot file system avoids using metadata files. The reason for
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this is simple, existing asset managers and VCSs are simply much better than
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anything we can implement, so Godot tries the best to play along with SVN,
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Git, Mercurial, Perforce, etc.
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Example of a file system contents:
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::
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/project.godot
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/enemy/enemy.tscn
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/enemy/enemy.gd
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/enemy/enemysprite.png
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/player/player.gd
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project.godot
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-------------
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The project.godot file is the project description file, and it is always found at
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the root of the project. In fact its location defines where the root is. This
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is the first file that Godot looks for when opening a project.
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This file contains the project configuration in plain text, using the win.ini
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format. Even an empty project.godot can function as a basic definition of a blank
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project.
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Path delimiter
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--------------
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Godot only supports ``/`` as a path delimiter. This is done for
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portability reasons. All operating systems support this, even Windows,
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so a path such as ``c:\project\project.godot`` needs to be typed as
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``c:/project/project.godot``.
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Resource path
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-------------
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When accessing resources, using the host OS file system layout can be
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cumbersome and non-portable. To solve this problem, the special path
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``res://`` was created.
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The path ``res://`` will always point at the project root (where
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project.godot is located, so in fact ``res://project.godot`` is always
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valid).
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This file system is read-write only when running the project locally from
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the editor. When exported or when running on different devices (such as
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phones or consoles, or running from DVD), the file system will become
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read-only and writing will no longer be permitted.
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User path
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---------
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Writing to disk is often still needed for various tasks such as saving game
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state or downloading content packs. To this end, the engine ensures that there is a
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special path ``user://`` that is always writable.
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Host file system
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----------------
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Alternatively host file system paths can also be used, but this is not recommended
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for a released product as these paths are not guaranteed to work on all platforms.
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However, using host file system paths can be very useful when writing development
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tools in Godot!
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Drawbacks
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---------
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There are some drawbacks to this simple file system design. The first issue is that
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moving assets around (renaming them or moving them from one path to another inside
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the project) will break existing references to these assets. These references will
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have to be re-defined to point at the new asset location.
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To avoid this, do all your move, delete and rename operations from within Godot, on the FileSystem
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dock. Never move assets from outside Godot, or dependencies will have to be
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fixed manually (Godot detects this and helps you fix them anyway, but why
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going the hardest route?).
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The second is that under Windows and OSX file and path names are case insensitive.
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If a developer working in a case insensitive host file system saves an asset as "myfile.PNG",
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but then references it as "myfile.png", it will work just fine on their platorm, but not
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on other platforms, such as Linux, Android, etc. This may also apply to exported binaries,
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which use a compressed package to store all files.
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It is recommended that your team clearly defines a naming convention for files when
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working with Godot! One simple fool-proof convention is to only allow lowercase
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file and path names.
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