godot/modules/gdscript/gdscript_cache.cpp

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/*************************************************************************/
/* gdscript_cache.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "gdscript_cache.h"
#include "core/os/file_access.h"
#include "core/vector.h"
#include "gdscript.h"
#include "gdscript_analyzer.h"
#include "gdscript_parser.h"
bool GDScriptParserRef::is_valid() const {
return parser != nullptr;
}
GDScriptParserRef::Status GDScriptParserRef::get_status() const {
return status;
}
GDScriptParser *GDScriptParserRef::get_parser() const {
return parser;
}
Error GDScriptParserRef::raise_status(Status p_new_status) {
ERR_FAIL_COND_V(parser == nullptr, ERR_INVALID_DATA);
Error result = OK;
while (p_new_status > status) {
switch (status) {
case EMPTY:
result = parser->parse(GDScriptCache::get_source_code(path), path, false);
status = PARSED;
break;
case PARSED: {
analyzer = memnew(GDScriptAnalyzer(parser));
Error inheritance_result = analyzer->resolve_inheritance();
status = INHERITANCE_SOLVED;
if (result == OK) {
result = inheritance_result;
}
} break;
case INHERITANCE_SOLVED: {
Error interface_result = analyzer->resolve_interface();
status = INTERFACE_SOLVED;
if (result == OK) {
result = interface_result;
}
} break;
case INTERFACE_SOLVED: {
Error body_result = analyzer->resolve_body();
status = FULLY_SOLVED;
if (result == OK) {
result = body_result;
}
} break;
case FULLY_SOLVED: {
return result;
}
}
}
return result;
}
GDScriptParserRef::~GDScriptParserRef() {
if (parser != nullptr) {
memdelete(parser);
}
if (analyzer != nullptr) {
memdelete(analyzer);
}
MutexLock(GDScriptCache::singleton->lock);
GDScriptCache::singleton->parser_map.erase(path);
}
GDScriptCache *GDScriptCache::singleton = nullptr;
void GDScriptCache::remove_script(const String &p_path) {
MutexLock(singleton->lock);
singleton->shallow_gdscript_cache.erase(p_path);
singleton->full_gdscript_cache.erase(p_path);
}
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(singleton->lock);
Ref<GDScriptParserRef> ref;
if (p_owner != String()) {
singleton->dependencies[p_owner].insert(p_path);
}
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if (singleton->parser_map.has(p_path)) {
ref = singleton->parser_map[p_path];
} else {
GDScriptParser *parser = memnew(GDScriptParser);
ref.instance();
ref->parser = parser;
ref->path = p_path;
singleton->parser_map[p_path] = ref;
ref->unreference();
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}
r_error = ref->raise_status(p_status);
return ref;
}
String GDScriptCache::get_source_code(const String &p_path) {
Vector<uint8_t> source_file;
Error err;
FileAccessRef f = FileAccess::open(p_path, FileAccess::READ, &err);
if (err) {
ERR_FAIL_COND_V(err, "");
}
int len = f->get_len();
source_file.resize(len + 1);
int r = f->get_buffer(source_file.ptrw(), len);
f->close();
ERR_FAIL_COND_V(r != len, "");
source_file.write[len] = 0;
String source;
if (source.parse_utf8((const char *)source_file.ptr())) {
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.");
}
return source;
}
Ref<GDScript> GDScriptCache::get_shallow_script(const String &p_path, const String &p_owner) {
MutexLock(singleton->lock);
if (p_owner != String()) {
singleton->dependencies[p_owner].insert(p_path);
}
if (singleton->full_gdscript_cache.has(p_path)) {
return singleton->full_gdscript_cache[p_path];
}
if (singleton->shallow_gdscript_cache.has(p_path)) {
return singleton->shallow_gdscript_cache[p_path];
}
Ref<GDScript> script;
script.instance();
script->set_path(p_path, true);
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script->set_script_path(p_path);
script->load_source_code(p_path);
singleton->shallow_gdscript_cache[p_path] = script;
// The one in cache is not a hard reference: if the script dies somewhere else it's fine.
// Scripts remove themselves from cache when they die.
script->unreference();
return script;
}
Ref<GDScript> GDScriptCache::get_full_script(const String &p_path, Error &r_error, const String &p_owner) {
MutexLock(singleton->lock);
if (p_owner != String()) {
singleton->dependencies[p_owner].insert(p_path);
}
r_error = OK;
if (singleton->full_gdscript_cache.has(p_path)) {
return singleton->full_gdscript_cache[p_path];
}
Ref<GDScript> script = get_shallow_script(p_path);
r_error = script->load_source_code(p_path);
if (r_error) {
return script;
}
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r_error = script->reload();
if (r_error) {
return script;
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}
singleton->full_gdscript_cache[p_path] = script;
singleton->shallow_gdscript_cache.erase(p_path);
return script;
}
Error GDScriptCache::finish_compiling(const String &p_owner) {
// Mark this as compiled.
Ref<GDScript> script = get_shallow_script(p_owner);
singleton->full_gdscript_cache[p_owner] = script;
singleton->shallow_gdscript_cache.erase(p_owner);
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Set<String> depends = singleton->dependencies[p_owner];
Error err = OK;
for (const Set<String>::Element *E = depends.front(); E != nullptr; E = E->next()) {
Error this_err = OK;
// No need to save the script. We assume it's already referenced in the owner.
get_full_script(E->get(), this_err);
if (this_err != OK) {
err = this_err;
}
}
singleton->dependencies.erase(p_owner);
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return err;
}
GDScriptCache::GDScriptCache() {
singleton = this;
}
GDScriptCache::~GDScriptCache() {
parser_map.clear();
shallow_gdscript_cache.clear();
full_gdscript_cache.clear();
singleton = nullptr;
}