extends Node ## Autoload "Boot", first in the list: one-off start-up housekeeping that has ## to happen before anything reads user://. ## ## The game was called "Valheimlike" until it became "Emberwild". Godot names ## the user-data folder after the project, so the rename moved it from ## .../app_userdata/Valheimlike to .../app_userdata/Emberwild. The first time ## Emberwild starts, this copies saved worlds, your identity (key, name, look) ## and server settings across. It copies rather than moves, so the old folder ## stays as a backup, and it never overwrites anything already in the new ## folder. Test folders (test_*) and logs are skipped. const OLD_NAME := "Valheimlike" const MARKER := "migrated_from_valheimlike.txt" const SKIP := ["logs", "shader_cache", "vulkan", "test_worlds", "test_net"] var copied := 0 func _enter_tree() -> void: migrate_user_data() ## Returns the number of files copied (0 if there was nothing to do). func migrate_user_data() -> int: var new_dir := OS.get_user_data_dir() var old_dir := new_dir.get_base_dir().path_join(OLD_NAME) if new_dir == old_dir or not DirAccess.dir_exists_absolute(old_dir): return 0 if FileAccess.file_exists(new_dir.path_join(MARKER)): return 0 copied = 0 _copy_tree(old_dir, new_dir) var f := FileAccess.open(new_dir.path_join(MARKER), FileAccess.WRITE) if f != null: f.store_string("Copied %d files from %s on %s. The old folder was left as it was.\n" % [ copied, old_dir, Time.get_datetime_string_from_system()]) if copied > 0: print("[boot] moved to the new name: copied %d files from %s" % [copied, old_dir]) return copied func _copy_tree(from: String, to: String) -> void: DirAccess.make_dir_recursive_absolute(to) var da := DirAccess.open(from) if da == null: return for f in da.get_files(): var dst := to.path_join(f) if not FileAccess.file_exists(dst) and DirAccess.copy_absolute(from.path_join(f), dst) == OK: copied += 1 for d in da.get_directories(): if d in SKIP or d.begins_with("test_"): continue _copy_tree(from.path_join(d), to.path_join(d))