mirror of
https://github.com/godotengine/godot.git
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a9c864dc35
Fix GDScript cache assigning UID as scene path
464 lines
13 KiB
C++
464 lines
13 KiB
C++
/**************************************************************************/
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/* gdscript_cache.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "gdscript_cache.h"
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#include "gdscript.h"
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#include "gdscript_analyzer.h"
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#include "gdscript_compiler.h"
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#include "gdscript_parser.h"
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#include "core/io/file_access.h"
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#include "core/templates/vector.h"
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#include "scene/resources/packed_scene.h"
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bool GDScriptParserRef::is_valid() const {
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return parser != nullptr;
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}
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GDScriptParserRef::Status GDScriptParserRef::get_status() const {
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return status;
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}
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GDScriptParser *GDScriptParserRef::get_parser() const {
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return parser;
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}
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GDScriptAnalyzer *GDScriptParserRef::get_analyzer() {
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if (analyzer == nullptr) {
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analyzer = memnew(GDScriptAnalyzer(parser));
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}
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return analyzer;
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}
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Error GDScriptParserRef::raise_status(Status p_new_status) {
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ERR_FAIL_NULL_V(parser, ERR_INVALID_DATA);
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if (result != OK) {
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return result;
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}
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while (p_new_status > status) {
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switch (status) {
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case EMPTY:
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status = PARSED;
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result = parser->parse(GDScriptCache::get_source_code(path), path, false);
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break;
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case PARSED: {
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status = INHERITANCE_SOLVED;
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Error inheritance_result = get_analyzer()->resolve_inheritance();
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if (result == OK) {
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result = inheritance_result;
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}
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} break;
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case INHERITANCE_SOLVED: {
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status = INTERFACE_SOLVED;
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Error interface_result = get_analyzer()->resolve_interface();
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if (result == OK) {
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result = interface_result;
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}
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} break;
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case INTERFACE_SOLVED: {
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status = FULLY_SOLVED;
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Error body_result = get_analyzer()->resolve_body();
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if (result == OK) {
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result = body_result;
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}
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} break;
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case FULLY_SOLVED: {
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return result;
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}
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}
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if (result != OK) {
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return result;
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}
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}
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return result;
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}
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void GDScriptParserRef::clear() {
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if (cleared) {
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return;
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}
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cleared = true;
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if (parser != nullptr) {
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memdelete(parser);
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}
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if (analyzer != nullptr) {
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memdelete(analyzer);
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}
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}
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GDScriptParserRef::~GDScriptParserRef() {
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clear();
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MutexLock lock(GDScriptCache::singleton->mutex);
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GDScriptCache::singleton->parser_map.erase(path);
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}
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GDScriptCache *GDScriptCache::singleton = nullptr;
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void GDScriptCache::move_script(const String &p_from, const String &p_to) {
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if (singleton == nullptr || p_from == p_to) {
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return;
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}
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MutexLock lock(singleton->mutex);
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if (singleton->cleared) {
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return;
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}
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for (KeyValue<String, HashSet<String>> &E : singleton->packed_scene_dependencies) {
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if (E.value.has(p_from)) {
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E.value.insert(p_to);
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E.value.erase(p_from);
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}
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}
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if (singleton->parser_map.has(p_from) && !p_from.is_empty()) {
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singleton->parser_map[p_to] = singleton->parser_map[p_from];
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}
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singleton->parser_map.erase(p_from);
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if (singleton->shallow_gdscript_cache.has(p_from) && !p_from.is_empty()) {
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singleton->shallow_gdscript_cache[p_to] = singleton->shallow_gdscript_cache[p_from];
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}
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singleton->shallow_gdscript_cache.erase(p_from);
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if (singleton->full_gdscript_cache.has(p_from) && !p_from.is_empty()) {
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singleton->full_gdscript_cache[p_to] = singleton->full_gdscript_cache[p_from];
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}
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singleton->full_gdscript_cache.erase(p_from);
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}
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void GDScriptCache::remove_script(const String &p_path) {
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if (singleton == nullptr) {
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return;
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}
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MutexLock lock(singleton->mutex);
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if (singleton->cleared) {
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return;
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}
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for (KeyValue<String, HashSet<String>> &E : singleton->packed_scene_dependencies) {
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if (!E.value.has(p_path)) {
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continue;
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}
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E.value.erase(p_path);
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}
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GDScriptCache::clear_unreferenced_packed_scenes();
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if (singleton->parser_map.has(p_path)) {
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singleton->parser_map[p_path]->clear();
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singleton->parser_map.erase(p_path);
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}
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singleton->dependencies.erase(p_path);
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singleton->shallow_gdscript_cache.erase(p_path);
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singleton->full_gdscript_cache.erase(p_path);
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}
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Ref<GDScriptParserRef> GDScriptCache::get_parser(const String &p_path, GDScriptParserRef::Status p_status, Error &r_error, const String &p_owner) {
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MutexLock lock(singleton->mutex);
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Ref<GDScriptParserRef> ref;
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if (!p_owner.is_empty()) {
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singleton->dependencies[p_owner].insert(p_path);
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}
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if (singleton->parser_map.has(p_path)) {
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ref = Ref<GDScriptParserRef>(singleton->parser_map[p_path]);
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if (ref.is_null()) {
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r_error = ERR_INVALID_DATA;
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return ref;
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}
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} else {
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if (!FileAccess::exists(p_path)) {
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r_error = ERR_FILE_NOT_FOUND;
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return ref;
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}
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GDScriptParser *parser = memnew(GDScriptParser);
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ref.instantiate();
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ref->parser = parser;
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ref->path = p_path;
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singleton->parser_map[p_path] = ref.ptr();
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}
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r_error = ref->raise_status(p_status);
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return ref;
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}
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String GDScriptCache::get_source_code(const String &p_path) {
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Vector<uint8_t> source_file;
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Error err;
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Ref<FileAccess> f = FileAccess::open(p_path, FileAccess::READ, &err);
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ERR_FAIL_COND_V(err, "");
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uint64_t len = f->get_length();
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source_file.resize(len + 1);
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uint64_t r = f->get_buffer(source_file.ptrw(), len);
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ERR_FAIL_COND_V(r != len, "");
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source_file.write[len] = 0;
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String source;
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if (source.parse_utf8((const char *)source_file.ptr()) != OK) {
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ERR_FAIL_V_MSG("", "Script '" + p_path + "' contains invalid unicode (UTF-8), so it was not loaded. Please ensure that scripts are saved in valid UTF-8 unicode.");
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}
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return source;
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}
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Ref<GDScript> GDScriptCache::get_shallow_script(const String &p_path, Error &r_error, const String &p_owner) {
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MutexLock lock(singleton->mutex);
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if (!p_owner.is_empty()) {
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singleton->dependencies[p_owner].insert(p_path);
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}
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if (singleton->full_gdscript_cache.has(p_path)) {
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return singleton->full_gdscript_cache[p_path];
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}
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if (singleton->shallow_gdscript_cache.has(p_path)) {
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return singleton->shallow_gdscript_cache[p_path];
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}
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Ref<GDScript> script;
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script.instantiate();
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script->set_path(p_path, true);
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r_error = script->load_source_code(p_path);
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if (r_error) {
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return Ref<GDScript>(); // Returns null and does not cache when the script fails to load.
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}
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Ref<GDScriptParserRef> parser_ref = get_parser(p_path, GDScriptParserRef::PARSED, r_error);
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if (r_error == OK) {
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GDScriptCompiler::make_scripts(script.ptr(), parser_ref->get_parser()->get_tree(), true);
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}
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singleton->shallow_gdscript_cache[p_path] = script;
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return script;
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}
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Ref<GDScript> GDScriptCache::get_full_script(const String &p_path, Error &r_error, const String &p_owner, bool p_update_from_disk) {
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MutexLock lock(singleton->mutex);
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if (!p_owner.is_empty()) {
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singleton->dependencies[p_owner].insert(p_path);
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}
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Ref<GDScript> script;
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r_error = OK;
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if (singleton->full_gdscript_cache.has(p_path)) {
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script = singleton->full_gdscript_cache[p_path];
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if (!p_update_from_disk) {
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return script;
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}
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}
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if (script.is_null()) {
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script = get_shallow_script(p_path, r_error);
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// Only exit early if script failed to load, otherwise let reload report errors.
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if (script.is_null()) {
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return script;
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}
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}
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if (p_update_from_disk) {
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r_error = script->load_source_code(p_path);
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if (r_error) {
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return script;
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}
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}
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r_error = script->reload(true);
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if (r_error) {
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return script;
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}
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singleton->full_gdscript_cache[p_path] = script;
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singleton->shallow_gdscript_cache.erase(p_path);
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return script;
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}
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Ref<GDScript> GDScriptCache::get_cached_script(const String &p_path) {
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MutexLock lock(singleton->mutex);
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if (singleton->full_gdscript_cache.has(p_path)) {
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return singleton->full_gdscript_cache[p_path];
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}
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if (singleton->shallow_gdscript_cache.has(p_path)) {
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return singleton->shallow_gdscript_cache[p_path];
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}
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return Ref<GDScript>();
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}
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Error GDScriptCache::finish_compiling(const String &p_owner) {
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MutexLock lock(singleton->mutex);
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// Mark this as compiled.
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Ref<GDScript> script = get_cached_script(p_owner);
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singleton->full_gdscript_cache[p_owner] = script;
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singleton->shallow_gdscript_cache.erase(p_owner);
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HashSet<String> depends = singleton->dependencies[p_owner];
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Error err = OK;
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for (const String &E : depends) {
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Error this_err = OK;
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// No need to save the script. We assume it's already referenced in the owner.
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get_full_script(E, this_err);
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if (this_err != OK) {
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err = this_err;
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}
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}
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singleton->dependencies.erase(p_owner);
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return err;
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}
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void GDScriptCache::add_static_script(Ref<GDScript> p_script) {
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ERR_FAIL_COND_MSG(p_script.is_null(), "Trying to cache empty script as static.");
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ERR_FAIL_COND_MSG(!p_script->is_valid(), "Trying to cache non-compiled script as static.");
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singleton->static_gdscript_cache[p_script->get_fully_qualified_name()] = p_script;
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}
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void GDScriptCache::remove_static_script(const String &p_fqcn) {
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singleton->static_gdscript_cache.erase(p_fqcn);
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}
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Ref<PackedScene> GDScriptCache::get_packed_scene(const String &p_path, Error &r_error, const String &p_owner) {
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MutexLock lock(singleton->mutex);
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String path = p_path;
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if (path.begins_with("uid://")) {
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path = ResourceUID::get_singleton()->get_id_path(ResourceUID::get_singleton()->text_to_id(path));
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}
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if (singleton->packed_scene_cache.has(path)) {
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singleton->packed_scene_dependencies[path].insert(p_owner);
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return singleton->packed_scene_cache[path];
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}
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Ref<PackedScene> scene = ResourceCache::get_ref(path);
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if (scene.is_valid()) {
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singleton->packed_scene_cache[path] = scene;
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singleton->packed_scene_dependencies[path].insert(p_owner);
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return scene;
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}
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scene.instantiate();
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r_error = OK;
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if (path.is_empty()) {
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r_error = ERR_FILE_BAD_PATH;
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return scene;
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}
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scene->set_path(path);
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singleton->packed_scene_cache[path] = scene;
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singleton->packed_scene_dependencies[path].insert(p_owner);
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scene->reload_from_file();
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return scene;
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}
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void GDScriptCache::clear_unreferenced_packed_scenes() {
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if (singleton == nullptr) {
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return;
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}
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MutexLock lock(singleton->mutex);
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if (singleton->cleared) {
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return;
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}
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for (KeyValue<String, HashSet<String>> &E : singleton->packed_scene_dependencies) {
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if (E.value.size() > 0 || !ResourceLoader::is_imported(E.key)) {
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continue;
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}
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singleton->packed_scene_dependencies.erase(E.key);
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singleton->packed_scene_cache.erase(E.key);
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}
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}
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void GDScriptCache::clear() {
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if (singleton == nullptr) {
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return;
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}
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MutexLock lock(singleton->mutex);
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if (singleton->cleared) {
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return;
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}
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singleton->cleared = true;
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RBSet<Ref<GDScriptParserRef>> parser_map_refs;
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for (KeyValue<String, GDScriptParserRef *> &E : singleton->parser_map) {
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parser_map_refs.insert(E.value);
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}
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for (Ref<GDScriptParserRef> &E : parser_map_refs) {
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if (E.is_valid())
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E->clear();
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}
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singleton->packed_scene_dependencies.clear();
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singleton->packed_scene_cache.clear();
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parser_map_refs.clear();
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singleton->parser_map.clear();
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singleton->shallow_gdscript_cache.clear();
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singleton->full_gdscript_cache.clear();
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singleton->packed_scene_cache.clear();
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singleton->packed_scene_dependencies.clear();
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}
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GDScriptCache::GDScriptCache() {
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singleton = this;
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}
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GDScriptCache::~GDScriptCache() {
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if (!cleared) {
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clear();
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}
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singleton = nullptr;
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}
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