Prevent crash when we can't write to editor cache or config path
This can happen if users somehow got wrong user permissions assigned to their Godot cache, config or data paths (e.g. `~/.config/godot`). The error messages should give them a hint as to what the issue may be. Fixes #33199. There may be other situations that still lead to a crash, we need to review all uses of `FileAccess::open` with `FileAccess::WRITE` mode to ensure that proper pointer validation is done.
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@ -325,14 +325,12 @@ void EditorFileSystem::_save_filesystem_cache() {
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String fscache = EditorSettings::get_singleton()->get_project_settings_dir().plus_file(CACHE_FILE_NAME);
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FileAccess *f = FileAccess::open(fscache, FileAccess::WRITE);
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if (f == NULL) {
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ERR_PRINTS("Error writing fscache '" + fscache + "'.");
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} else {
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f->store_line(filesystem_settings_version_for_import);
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_save_filesystem_cache(filesystem, f);
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f->close();
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memdelete(f);
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}
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ERR_FAIL_COND_MSG(!f, "Cannot create file '" + fscache + "'. Check user write permissions.");
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f->store_line(filesystem_settings_version_for_import);
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_save_filesystem_cache(filesystem, f);
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f->close();
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memdelete(f);
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}
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void EditorFileSystem::_thread_func(void *_userdata) {
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@ -1373,6 +1371,7 @@ void EditorFileSystem::_save_late_updated_files() {
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//files that already existed, and were modified, need re-scanning for dependencies upon project restart. This is done via saving this special file
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String fscache = EditorSettings::get_singleton()->get_project_settings_dir().plus_file("filesystem_update4");
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FileAccessRef f = FileAccess::open(fscache, FileAccess::WRITE);
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ERR_FAIL_COND_MSG(!f, "Cannot create file '" + fscache + "'. Check user write permissions.");
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for (Set<String>::Element *E = late_update_files.front(); E; E = E->next()) {
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f->store_line(E->get());
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}
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