Allows the plugin to load even if resources have not been imported yet.
For example, if someone has opened a project with the plugin for the
first time. Otherwise, the plugin will fail to load and be disable in
the `project.godot` file.
Changes Emscripten SDK version to match that used to compile the default export
templates used by Godot 3.5 (in this case 3.1.14 as can be seen here:
https://github.com/godotengine/build-containers/blob/3.5/Dockerfile.javascript).
This means we no longer need to compile custom export templates when
exporting HTML5 for Godot 3.5. Exports from other Godot versions may
requiring compiling the GDNative library with a different version of the
Emscripten SDK.
- Changes renderer from GLES3 -> GLES2 and reduces MSAA level to better
support HTML5 export.
- Updates GitHub Action to export HTML5 and upload as a build artifact.
- Adds Cypress test to smoke test HTML5 export.
Previously HTML5 exports would reload the page on exit. This commit
changes the behaviour to go back to the previous page (if any) or close
the tab and/or window if there is no previous page.
Updates theme names to be compatible with Godot 3.5 (no spaces),
consistent with other Godot theme item names (snake_case), and
match the color names listed on the
[ANSI escape code wikipedia page](https://en.wikipedia.org/wiki/ANSI_escape_code#3-bit_and_4-bit).
Deprecates the old names and warns users to change them.
Tests sometimes fail on Ubuntu due to a race condition with the pulse
audio process and on macOS due to timing issues. These tests usually
pass on subsequent runs, so use the retry action to retry them in a
single run.
Using the major version of the setup-godot action without specifying
minor and patch versions will allow us to start using the newest minor
and patch releases as soon as they are made available on the GitHub
marketplace.
Submodules are only required for building the GDNative library or export
templates, otherwise we download the pre-built ones so don't need the
submodules.
Only restore git submodules if we have an exact match, otherwise we will
restore outdated submodules over newer ones, then save the outdated
version with the exact match after.
This method was never officially documented and used only as a workaround for
issue #53. It also returns an instance of the undocumented and scruffily
implemented Pipe class that I would prefer to keep internal.
Now that #53 has been fixed, this method can be removed from the unofficial
public API, but deprecate it just in case. If someone was using it then it
is still possible (although not supported) to access the `_pipe` property of
`_pty_native`.
As cols and rows are read only (i.e. automatically determined by rect
and font size) there is no need for the properties to be exposed.
Instead, users can get the calculated cols and rows using the get_cols()
and get_rows() methods.
Changes `write()` method of native pipe and terminal to accept a
PoolByteArray rather than String. This means that `get_string_from_utf8()`
is no longer called on data coming from PTY and being sent to Terminal.
The terminal state machine already has a UTF8 parser which maintains
its state across calls to `write()`. This means that we can write half
the bytes of a single unicode character in one call and the remaining half
in the next call and the state machine will parse it correctly.
On the other hand, the `get_string_from_utf8()` method of Godot's
PoolByteArray requires that the array contains completely valid UTF8,
otherwise we get errors such as "Unicode error: invalid skip".
The data coming from PTY can be arbitrarily split in the middle of a
unicode character meaning that we will sometimes get errors when calling
`get_string_from_utf8()` on it. This is more likely to occur when there
is a large amount of output (i.e. it's more likely to be split). In other
cases, the data might intentionally contain invalid unicode such as when
printing binary files or random data (e.g. `cat /bin/sh`, `cat /dev/random`).
We avoid these errors by passing the PoolByteArray data directly to the terminal
state machine.
In addition to fixing unicode errors, this commit:
- Prevents repeated calls to pipes `_read_cb()` method that would block Godot
and result in a crash with the message "ERROR: All memory pool allocations
are in use" that resulted from writing data to an ever-increasing number of
PoolByteArrays before any of them could be freed. This could be triggered by
running the `cat /dev/urandom` command after making the change to `write()`
mentioned above.
- Prevents memory leaks by freeing libuv buffers after they have been copied
to PoolByteArrays.
Fixes#55.
If a PTY has a terminal_path set to a valid Terminal, then ensure that
the initial cols and rows of PTY match the cols and rows of the Terminal
when calling fork() or open(), otherwise PTY will output wrong-sized
data for the Terminal until resized.
Fixes#56.
Makes it easier to keep documentation up to date and can deploy with
GitHub pages.
README.md moved to docs/README.md and is shared with GitHub Pages home
page.
PTY now provides a public interface to an underlying instance of
PTYNative. The PTYNative class can be extended as appropriate for
each platform and the platform-specific implementation will be
selected by PTY at runtime.
Prevents scrollback buffer reset (i.e. scrolling to the bottom of
terminal output) when pressing modifier keys in isolation or when
copying text using the shortcut Ctrl+Shift+C.
Fixes error that would sometimes occur when closing the Terminal after
calling write() but before the VisualServer had finished drawing the
current frame.