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Merge pull request #92893 from Hilderin/fix-freeze-after-building-c#
Fix freeze after building C#
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commit
e4fd5b55eb
@ -1714,105 +1714,112 @@ HashSet<StringName> EditorFileSystem::_get_scene_groups(const String &p_path) {
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void EditorFileSystem::update_file(const String &p_file) {
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ERR_FAIL_COND(p_file.is_empty());
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EditorFileSystemDirectory *fs = nullptr;
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int cpos = -1;
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update_files({ p_file });
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}
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if (!_find_file(p_file, &fs, cpos)) {
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if (!fs) {
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void EditorFileSystem::update_files(const Vector<String> &p_script_paths) {
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for (const String &file : p_script_paths) {
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ERR_CONTINUE(file.is_empty());
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EditorFileSystemDirectory *fs = nullptr;
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int cpos = -1;
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if (!_find_file(file, &fs, cpos)) {
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if (!fs) {
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return;
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}
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}
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if (!FileAccess::exists(file)) {
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//was removed
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_delete_internal_files(file);
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if (cpos != -1) { // Might've never been part of the editor file system (*.* files deleted in Open dialog).
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if (fs->files[cpos]->uid != ResourceUID::INVALID_ID) {
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if (ResourceUID::get_singleton()->has_id(fs->files[cpos]->uid)) {
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ResourceUID::get_singleton()->remove_id(fs->files[cpos]->uid);
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}
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}
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if (ClassDB::is_parent_class(fs->files[cpos]->type, SNAME("Script"))) {
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_queue_update_script_class(file);
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}
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if (fs->files[cpos]->type == SNAME("PackedScene")) {
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_queue_update_scene_groups(file);
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}
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memdelete(fs->files[cpos]);
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fs->files.remove_at(cpos);
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}
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_update_pending_script_classes();
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_update_pending_scene_groups();
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call_deferred(SNAME("emit_signal"), "filesystem_changed"); //update later
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return;
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}
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}
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if (!FileAccess::exists(p_file)) {
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//was removed
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_delete_internal_files(p_file);
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if (cpos != -1) { // Might've never been part of the editor file system (*.* files deleted in Open dialog).
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if (fs->files[cpos]->uid != ResourceUID::INVALID_ID) {
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if (ResourceUID::get_singleton()->has_id(fs->files[cpos]->uid)) {
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ResourceUID::get_singleton()->remove_id(fs->files[cpos]->uid);
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String type = ResourceLoader::get_resource_type(file);
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if (type.is_empty() && textfile_extensions.has(file.get_extension())) {
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type = "TextFile";
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}
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String script_class = ResourceLoader::get_resource_script_class(file);
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ResourceUID::ID uid = ResourceLoader::get_resource_uid(file);
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if (cpos == -1) {
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// The file did not exist, it was added.
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int idx = 0;
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String file_name = file.get_file();
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for (int i = 0; i < fs->files.size(); i++) {
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if (file.filenocasecmp_to(fs->files[i]->file) < 0) {
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break;
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}
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}
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if (ClassDB::is_parent_class(fs->files[cpos]->type, SNAME("Script"))) {
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_queue_update_script_class(p_file);
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}
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if (fs->files[cpos]->type == SNAME("PackedScene")) {
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_queue_update_scene_groups(p_file);
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idx++;
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}
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memdelete(fs->files[cpos]);
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fs->files.remove_at(cpos);
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}
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EditorFileSystemDirectory::FileInfo *fi = memnew(EditorFileSystemDirectory::FileInfo);
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fi->file = file_name;
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fi->import_modified_time = 0;
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fi->import_valid = type == "TextFile" ? true : ResourceLoader::is_import_valid(file);
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_update_pending_script_classes();
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_update_pending_scene_groups();
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call_deferred(SNAME("emit_signal"), "filesystem_changed"); //update later
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return;
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}
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String type = ResourceLoader::get_resource_type(p_file);
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if (type.is_empty() && textfile_extensions.has(p_file.get_extension())) {
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type = "TextFile";
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}
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String script_class = ResourceLoader::get_resource_script_class(p_file);
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ResourceUID::ID uid = ResourceLoader::get_resource_uid(p_file);
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if (cpos == -1) {
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// The file did not exist, it was added.
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int idx = 0;
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String file_name = p_file.get_file();
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for (int i = 0; i < fs->files.size(); i++) {
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if (p_file.filenocasecmp_to(fs->files[i]->file) < 0) {
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break;
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if (idx == fs->files.size()) {
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fs->files.push_back(fi);
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} else {
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fs->files.insert(idx, fi);
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}
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idx++;
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}
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EditorFileSystemDirectory::FileInfo *fi = memnew(EditorFileSystemDirectory::FileInfo);
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fi->file = file_name;
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fi->import_modified_time = 0;
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fi->import_valid = type == "TextFile" ? true : ResourceLoader::is_import_valid(p_file);
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if (idx == fs->files.size()) {
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fs->files.push_back(fi);
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cpos = idx;
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} else {
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fs->files.insert(idx, fi);
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}
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cpos = idx;
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} else {
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//the file exists and it was updated, and was not added in this step.
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//this means we must force upon next restart to scan it again, to get proper type and dependencies
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late_update_files.insert(p_file);
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_save_late_updated_files(); //files need to be updated in the re-scan
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}
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fs->files[cpos]->type = type;
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fs->files[cpos]->resource_script_class = script_class;
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fs->files[cpos]->uid = uid;
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fs->files[cpos]->script_class_name = _get_global_script_class(type, p_file, &fs->files[cpos]->script_class_extends, &fs->files[cpos]->script_class_icon_path);
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fs->files[cpos]->import_group_file = ResourceLoader::get_import_group_file(p_file);
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fs->files[cpos]->modified_time = FileAccess::get_modified_time(p_file);
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fs->files[cpos]->deps = _get_dependencies(p_file);
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fs->files[cpos]->import_valid = type == "TextFile" ? true : ResourceLoader::is_import_valid(p_file);
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if (uid != ResourceUID::INVALID_ID) {
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if (ResourceUID::get_singleton()->has_id(uid)) {
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ResourceUID::get_singleton()->set_id(uid, p_file);
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} else {
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ResourceUID::get_singleton()->add_id(uid, p_file);
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//the file exists and it was updated, and was not added in this step.
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//this means we must force upon next restart to scan it again, to get proper type and dependencies
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late_update_files.insert(file);
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_save_late_updated_files(); //files need to be updated in the re-scan
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}
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ResourceUID::get_singleton()->update_cache();
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}
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// Update preview
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EditorResourcePreview::get_singleton()->check_for_invalidation(p_file);
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fs->files[cpos]->type = type;
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fs->files[cpos]->resource_script_class = script_class;
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fs->files[cpos]->uid = uid;
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fs->files[cpos]->script_class_name = _get_global_script_class(type, file, &fs->files[cpos]->script_class_extends, &fs->files[cpos]->script_class_icon_path);
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fs->files[cpos]->import_group_file = ResourceLoader::get_import_group_file(file);
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fs->files[cpos]->modified_time = FileAccess::get_modified_time(file);
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fs->files[cpos]->deps = _get_dependencies(file);
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fs->files[cpos]->import_valid = type == "TextFile" ? true : ResourceLoader::is_import_valid(file);
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if (ClassDB::is_parent_class(fs->files[cpos]->type, SNAME("Script"))) {
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_queue_update_script_class(p_file);
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}
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if (fs->files[cpos]->type == SNAME("PackedScene")) {
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_queue_update_scene_groups(p_file);
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if (uid != ResourceUID::INVALID_ID) {
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if (ResourceUID::get_singleton()->has_id(uid)) {
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ResourceUID::get_singleton()->set_id(uid, file);
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} else {
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ResourceUID::get_singleton()->add_id(uid, file);
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}
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ResourceUID::get_singleton()->update_cache();
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}
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// Update preview
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EditorResourcePreview::get_singleton()->check_for_invalidation(file);
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if (ClassDB::is_parent_class(fs->files[cpos]->type, SNAME("Script"))) {
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_queue_update_script_class(file);
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}
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if (fs->files[cpos]->type == SNAME("PackedScene")) {
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_queue_update_scene_groups(file);
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}
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}
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_update_pending_script_classes();
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@ -310,6 +310,7 @@ public:
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void scan();
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void scan_changes();
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void update_file(const String &p_file);
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void update_files(const Vector<String> &p_script_paths);
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HashSet<String> get_valid_extensions() const;
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void register_global_class_script(const String &p_search_path, const String &p_target_path);
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@ -427,10 +427,11 @@ namespace Godot.Bridge
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// This method may be called before initialization.
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if (NativeFuncs.godotsharp_dotnet_module_is_initialized().ToBool() && Engine.IsEditorHint())
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{
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foreach (var scriptPath in _pathTypeBiMap.Paths)
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if (_pathTypeBiMap.Paths.Count > 0)
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{
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using godot_string nativeScriptPath = Marshaling.ConvertStringToNative(scriptPath);
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NativeFuncs.godotsharp_internal_editor_file_system_update_file(nativeScriptPath);
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string[] scriptPaths = _pathTypeBiMap.Paths.ToArray();
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using godot_packed_string_array scriptPathsNative = Marshaling.ConvertSystemArrayToNativePackedStringArray(scriptPaths);
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NativeFuncs.godotsharp_internal_editor_file_system_update_files(scriptPathsNative);
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}
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}
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}
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@ -1,4 +1,5 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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@ -64,7 +65,7 @@ public static partial class ScriptManagerBridge
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private System.Collections.Generic.Dictionary<string, Type> _pathTypeMap = new();
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private System.Collections.Generic.Dictionary<Type, string> _typePathMap = new();
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public System.Collections.Generic.IEnumerable<string> Paths => _pathTypeMap.Keys;
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public IReadOnlyCollection<string> Paths => _pathTypeMap.Keys;
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public void Add(string scriptPath, Type scriptType)
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{
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@ -59,7 +59,7 @@ namespace Godot.NativeInterop
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internal static partial void godotsharp_stack_info_vector_destroy(
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ref DebuggingUtils.godot_stack_info_vector p_stack_info_vector);
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internal static partial void godotsharp_internal_editor_file_system_update_file(in godot_string p_script_path);
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internal static partial void godotsharp_internal_editor_file_system_update_files(in godot_packed_string_array p_script_paths);
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internal static partial void godotsharp_internal_script_debugger_send_error(in godot_string p_func,
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in godot_string p_file, int p_line, in godot_string p_err, in godot_string p_descr,
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@ -315,13 +315,13 @@ void godotsharp_internal_new_csharp_script(Ref<CSharpScript> *r_dest) {
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memnew_placement(r_dest, Ref<CSharpScript>(memnew(CSharpScript)));
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}
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void godotsharp_internal_editor_file_system_update_file(const String *p_script_path) {
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void godotsharp_internal_editor_file_system_update_files(const PackedStringArray &p_script_paths) {
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#ifdef TOOLS_ENABLED
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// If the EditorFileSystem singleton is available, update the file;
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// otherwise, the file will be updated when the singleton becomes available.
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EditorFileSystem *efs = EditorFileSystem::get_singleton();
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if (efs) {
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efs->update_file(*p_script_path);
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efs->update_files(p_script_paths);
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}
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#else
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// EditorFileSystem is only available when running in the Godot editor.
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@ -1450,7 +1450,7 @@ static const void *unmanaged_callbacks[]{
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(void *)godotsharp_engine_get_singleton,
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(void *)godotsharp_stack_info_vector_resize,
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(void *)godotsharp_stack_info_vector_destroy,
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(void *)godotsharp_internal_editor_file_system_update_file,
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(void *)godotsharp_internal_editor_file_system_update_files,
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(void *)godotsharp_internal_script_debugger_send_error,
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(void *)godotsharp_internal_script_debugger_is_active,
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(void *)godotsharp_internal_object_get_associated_gchandle,
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