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			325 lines
		
	
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			325 lines
		
	
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  godotsharp_dirs.cpp                                                  */
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/*************************************************************************/
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/*                       This file is part of:                           */
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/*                           GODOT ENGINE                                */
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/*                      https://godotengine.org                          */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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/*                                                                       */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the       */
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/* "Software"), to deal in the Software without restriction, including   */
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/* without limitation the rights to use, copy, modify, merge, publish,   */
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/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions:                                             */
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/*                                                                       */
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/* The above copyright notice and this permission notice shall be        */
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/* included in all copies or substantial portions of the Software.       */
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/*                                                                       */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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/*************************************************************************/
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#include "godotsharp_dirs.h"
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#include "core/config/project_settings.h"
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#include "core/os/dir_access.h"
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#include "core/os/os.h"
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#ifdef TOOLS_ENABLED
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#include "core/version.h"
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#include "editor/editor_settings.h"
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#endif
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#ifdef ANDROID_ENABLED
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#include "mono_gd/support/android_support.h"
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#endif
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#include "mono_gd/gd_mono.h"
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namespace GodotSharpDirs {
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String _get_expected_build_config() {
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#ifdef TOOLS_ENABLED
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	return "Debug";
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#else
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#ifdef DEBUG_ENABLED
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	return "ExportDebug";
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#else
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	return "ExportRelease";
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#endif
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#endif
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}
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String _get_mono_user_dir() {
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#ifdef TOOLS_ENABLED
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	if (EditorSettings::get_singleton()) {
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		return EditorSettings::get_singleton()->get_data_dir().plus_file("mono");
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	} else {
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		String settings_path;
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		String exe_dir = OS::get_singleton()->get_executable_path().get_base_dir();
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		DirAccessRef d = DirAccess::create_for_path(exe_dir);
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		if (d->file_exists("._sc_") || d->file_exists("_sc_")) {
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			// contain yourself
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			settings_path = exe_dir.plus_file("editor_data");
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		} else {
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			settings_path = OS::get_singleton()->get_data_path().plus_file(OS::get_singleton()->get_godot_dir_name());
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		}
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		return settings_path.plus_file("mono");
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	}
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#else
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	return OS::get_singleton()->get_user_data_dir().plus_file("mono");
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#endif
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}
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class _GodotSharpDirs {
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public:
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	String res_data_dir;
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	String res_metadata_dir;
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	String res_assemblies_base_dir;
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	String res_assemblies_dir;
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	String res_config_dir;
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	String res_temp_dir;
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	String res_temp_assemblies_base_dir;
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	String res_temp_assemblies_dir;
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	String mono_user_dir;
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	String mono_logs_dir;
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#ifdef TOOLS_ENABLED
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	String mono_solutions_dir;
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	String build_logs_dir;
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	String sln_filepath;
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	String csproj_filepath;
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	String data_editor_tools_dir;
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	String data_editor_prebuilt_api_dir;
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#else
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	// Equivalent of res_assemblies_dir, but in the data directory rather than in 'res://'.
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	// Only defined on export templates. Used when exporting assemblies outside of PCKs.
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	String data_game_assemblies_dir;
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#endif
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	String data_mono_etc_dir;
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	String data_mono_lib_dir;
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#ifdef WINDOWS_ENABLED
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	String data_mono_bin_dir;
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#endif
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private:
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	_GodotSharpDirs() {
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		res_data_dir = "res://.godot/mono";
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		res_metadata_dir = res_data_dir.plus_file("metadata");
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		res_assemblies_base_dir = res_data_dir.plus_file("assemblies");
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		res_assemblies_dir = res_assemblies_base_dir.plus_file(GDMono::get_expected_api_build_config());
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		res_config_dir = res_data_dir.plus_file("etc").plus_file("mono");
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		// TODO use paths from csproj
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		res_temp_dir = res_data_dir.plus_file("temp");
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		res_temp_assemblies_base_dir = res_temp_dir.plus_file("bin");
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		res_temp_assemblies_dir = res_temp_assemblies_base_dir.plus_file(_get_expected_build_config());
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#ifdef JAVASCRIPT_ENABLED
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		mono_user_dir = "user://";
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#else
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		mono_user_dir = _get_mono_user_dir();
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#endif
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		mono_logs_dir = mono_user_dir.plus_file("mono_logs");
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#ifdef TOOLS_ENABLED
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		mono_solutions_dir = mono_user_dir.plus_file("solutions");
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		build_logs_dir = mono_user_dir.plus_file("build_logs");
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		String appname = ProjectSettings::get_singleton()->get("application/config/name");
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		String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
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		if (appname_safe.is_empty()) {
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			appname_safe = "UnnamedProject";
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		}
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		String base_path = ProjectSettings::get_singleton()->globalize_path("res://");
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		sln_filepath = base_path.plus_file(appname_safe + ".sln");
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		csproj_filepath = base_path.plus_file(appname_safe + ".csproj");
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#endif
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		String exe_dir = OS::get_singleton()->get_executable_path().get_base_dir();
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#ifdef TOOLS_ENABLED
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		String data_dir_root = exe_dir.plus_file("GodotSharp");
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		data_editor_tools_dir = data_dir_root.plus_file("Tools");
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		data_editor_prebuilt_api_dir = data_dir_root.plus_file("Api");
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		String data_mono_root_dir = data_dir_root.plus_file("Mono");
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		data_mono_etc_dir = data_mono_root_dir.plus_file("etc");
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#ifdef ANDROID_ENABLED
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		data_mono_lib_dir = gdmono::android::support::get_app_native_lib_dir();
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#else
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		data_mono_lib_dir = data_mono_root_dir.plus_file("lib");
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#endif
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#ifdef WINDOWS_ENABLED
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		data_mono_bin_dir = data_mono_root_dir.plus_file("bin");
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#endif
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#ifdef OSX_ENABLED
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		if (!DirAccess::exists(data_editor_tools_dir)) {
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			data_editor_tools_dir = exe_dir.plus_file("../Resources/GodotSharp/Tools");
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		}
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		if (!DirAccess::exists(data_editor_prebuilt_api_dir)) {
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			data_editor_prebuilt_api_dir = exe_dir.plus_file("../Resources/GodotSharp/Api");
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		}
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		if (!DirAccess::exists(data_mono_root_dir)) {
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			data_mono_etc_dir = exe_dir.plus_file("../Resources/GodotSharp/Mono/etc");
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			data_mono_lib_dir = exe_dir.plus_file("../Resources/GodotSharp/Mono/lib");
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		}
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#endif
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#else
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		String appname = ProjectSettings::get_singleton()->get("application/config/name");
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		String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
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		String data_dir_root = exe_dir.plus_file("data_" + appname_safe);
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		if (!DirAccess::exists(data_dir_root)) {
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			data_dir_root = exe_dir.plus_file("data_Godot");
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		}
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		String data_mono_root_dir = data_dir_root.plus_file("Mono");
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		data_mono_etc_dir = data_mono_root_dir.plus_file("etc");
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#ifdef ANDROID_ENABLED
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		data_mono_lib_dir = gdmono::android::support::get_app_native_lib_dir();
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#else
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		data_mono_lib_dir = data_mono_root_dir.plus_file("lib");
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		data_game_assemblies_dir = data_dir_root.plus_file("Assemblies");
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#endif
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#ifdef WINDOWS_ENABLED
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		data_mono_bin_dir = data_mono_root_dir.plus_file("bin");
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#endif
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#ifdef OSX_ENABLED
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		if (!DirAccess::exists(data_mono_root_dir)) {
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			data_mono_etc_dir = exe_dir.plus_file("../Resources/GodotSharp/Mono/etc");
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			data_mono_lib_dir = exe_dir.plus_file("../Resources/GodotSharp/Mono/lib");
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		}
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		if (!DirAccess::exists(data_game_assemblies_dir)) {
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			data_game_assemblies_dir = exe_dir.plus_file("../Resources/GodotSharp/Assemblies");
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		}
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#endif
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#endif
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	}
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	_GodotSharpDirs(const _GodotSharpDirs &);
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	_GodotSharpDirs &operator=(const _GodotSharpDirs &);
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public:
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	static _GodotSharpDirs &get_singleton() {
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		static _GodotSharpDirs singleton;
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		return singleton;
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	}
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};
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String get_res_data_dir() {
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	return _GodotSharpDirs::get_singleton().res_data_dir;
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}
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String get_res_metadata_dir() {
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	return _GodotSharpDirs::get_singleton().res_metadata_dir;
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}
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String get_res_assemblies_base_dir() {
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	return _GodotSharpDirs::get_singleton().res_assemblies_base_dir;
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}
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String get_res_assemblies_dir() {
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	return _GodotSharpDirs::get_singleton().res_assemblies_dir;
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}
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String get_res_config_dir() {
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	return _GodotSharpDirs::get_singleton().res_config_dir;
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}
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String get_res_temp_dir() {
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	return _GodotSharpDirs::get_singleton().res_temp_dir;
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}
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String get_res_temp_assemblies_base_dir() {
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	return _GodotSharpDirs::get_singleton().res_temp_assemblies_base_dir;
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}
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String get_res_temp_assemblies_dir() {
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	return _GodotSharpDirs::get_singleton().res_temp_assemblies_dir;
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}
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String get_mono_user_dir() {
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	return _GodotSharpDirs::get_singleton().mono_user_dir;
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}
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String get_mono_logs_dir() {
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	return _GodotSharpDirs::get_singleton().mono_logs_dir;
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}
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#ifdef TOOLS_ENABLED
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String get_mono_solutions_dir() {
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	return _GodotSharpDirs::get_singleton().mono_solutions_dir;
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}
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String get_build_logs_dir() {
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	return _GodotSharpDirs::get_singleton().build_logs_dir;
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}
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String get_project_sln_path() {
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	return _GodotSharpDirs::get_singleton().sln_filepath;
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}
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String get_project_csproj_path() {
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	return _GodotSharpDirs::get_singleton().csproj_filepath;
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}
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String get_data_editor_tools_dir() {
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	return _GodotSharpDirs::get_singleton().data_editor_tools_dir;
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}
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String get_data_editor_prebuilt_api_dir() {
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	return _GodotSharpDirs::get_singleton().data_editor_prebuilt_api_dir;
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}
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#else
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String get_data_game_assemblies_dir() {
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	return _GodotSharpDirs::get_singleton().data_game_assemblies_dir;
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}
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#endif
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String get_data_mono_etc_dir() {
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	return _GodotSharpDirs::get_singleton().data_mono_etc_dir;
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}
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String get_data_mono_lib_dir() {
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	return _GodotSharpDirs::get_singleton().data_mono_lib_dir;
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}
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#ifdef WINDOWS_ENABLED
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String get_data_mono_bin_dir() {
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	return _GodotSharpDirs::get_singleton().data_mono_bin_dir;
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}
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#endif
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} // namespace GodotSharpDirs
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