Clear pending function states when reloading GDScript
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@ -77,6 +77,17 @@ Object *GDScriptNativeClass::instance() {
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return ClassDB::instance(name);
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}
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void GDScript::_clear_pending_func_states() {
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GDScriptLanguage::get_singleton()->lock.lock();
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while (SelfList<GDScriptFunctionState> *E = pending_func_states.first()) {
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// Order matters since clearing the stack may already cause
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// the GDSCriptFunctionState to be destroyed and thus removed from the list.
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pending_func_states.remove(E);
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E->self()->_clear_stack();
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}
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GDScriptLanguage::get_singleton()->lock.unlock();
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}
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GDScriptInstance *GDScript::_create_instance(const Variant **p_args, int p_argcount, Object *p_owner, bool p_isref, Variant::CallError &r_error) {
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/* STEP 1, CREATE */
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@ -605,6 +616,7 @@ Error GDScript::reload(bool p_keep_state) {
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for (Map<StringName, Ref<GDScript>>::Element *E = subclasses.front(); E; E = E->next()) {
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_set_subclass_path(E->get(), path);
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}
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_clear_pending_func_states();
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return OK;
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}
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@ -931,14 +943,7 @@ void GDScript::_save_orphaned_subclasses() {
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}
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GDScript::~GDScript() {
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GDScriptLanguage::get_singleton()->lock.lock();
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while (SelfList<GDScriptFunctionState> *E = pending_func_states.first()) {
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// Order matters since clearing the stack may already cause
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// the GDSCriptFunctionState to be destroyed and thus removed from the list.
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pending_func_states.remove(E);
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E->self()->_clear_stack();
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}
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GDScriptLanguage::get_singleton()->lock.unlock();
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_clear_pending_func_states();
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for (Map<StringName, GDScriptFunction *>::Element *E = member_functions.front(); E; E = E->next()) {
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memdelete(E->get());
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@ -112,6 +112,7 @@ class GDScript : public Script {
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SelfList<GDScript> script_list;
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SelfList<GDScriptFunctionState>::List pending_func_states;
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void _clear_pending_func_states();
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GDScriptInstance *_create_instance(const Variant **p_args, int p_argcount, Object *p_owner, bool p_isref, Variant::CallError &r_error);
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