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Support long path in file access on Windows #76739

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merged 1 commit into from
May 5, 2023

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spanzeri
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@spanzeri spanzeri commented May 5, 2023

Tentative fix for some of the issues with long paths on windows (in particular with shader cache).
Fixes: #73583
Should fix most of the cases for this: #52799
Note that dir_access already uses the \?\ format for long paths.
My understanding from the microsoft docs is that unicode version of the file functions all support this format.
However, I haven't tested it on older windows versions and there might be some good reasons to not do this

@spanzeri spanzeri requested review from a team as code owners May 5, 2023 00:38
Changed windows file access file to check for path length and use the \\?\ long format when needed
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spanzeri commented May 5, 2023

Made the same changes to dir_access and tested more thoroughly with totally sensible file names in the editor:
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Have not extensively tested it, but look fine to me. As a follow up, we probably should clean up / \ replacement and do it only once in the fix path for all types of names.

@mhilbrunner mhilbrunner merged commit a7fe5b0 into godotengine:master May 5, 2023
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Thanks! Merged.

@spanzeri spanzeri deleted the fix-long-path-windows branch May 5, 2023 12:08
@akien-mga akien-mga changed the title Support long path in file access on windows Support long path in file access on Windows May 10, 2023
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Cherry-picked for 4.0.3.

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Condition "f.is_null()" is true at shader_rd.cpp:454
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