C#: Create script instance of reloaded scripts even if they're not tools
Scripts that are instantiated at some point will always be recreated if they ever become placeholders to prevent non-tool scripts instantiated manually by users to become placeholders, if they do become placeholders due to errors that prevent instantiation (such as a missing parameterless constructor) these scripts will also be recreated replacing the temporary placeholder. If a script is marked as a tool but becomes a non-tool script in a rebuild, the script will become a placeholder and will no longer be considered applicable to be replaced by an instance since the user explicitly removed the Tool attribute.
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@ -784,6 +784,13 @@ void CSharpLanguage::reload_assemblies(bool p_soft_reload) {
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for (Object *obj : script->instances) {
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script->pending_reload_instances.insert(obj->get_instance_id());
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// Since this script instance wasn't a placeholder, add it to the list of placeholders
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// that will have to be eventually replaced with a script instance in case it turns into one.
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// This list is not cleared after the reload and the collected instances only leave
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// the list if the script is instantiated or if it was a tool script but becomes a
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// non-tool script in a rebuild.
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script->pending_replace_placeholders.insert(obj->get_instance_id());
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RefCounted *rc = Object::cast_to<RefCounted>(obj);
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if (rc) {
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rc_instances.push_back(Ref<RefCounted>(rc));
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@ -836,6 +843,7 @@ void CSharpLanguage::reload_assemblies(bool p_soft_reload) {
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obj->set_script(Ref<RefCounted>()); // Remove script and existing script instances (placeholder are not removed before domain reload)
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}
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script->was_tool_before_reload = script->tool;
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script->_clear();
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}
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@ -924,24 +932,34 @@ void CSharpLanguage::reload_assemblies(bool p_soft_reload) {
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ScriptInstance *si = obj->get_script_instance();
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// Check if the script must be instantiated or kept as a placeholder
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// when the script may not be a tool (see #65266)
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bool replace_placeholder = script->pending_replace_placeholders.has(obj->get_instance_id());
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if (!script->is_tool() && script->was_tool_before_reload) {
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// The script was a tool before the rebuild so the removal was intentional.
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replace_placeholder = false;
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script->pending_replace_placeholders.erase(obj->get_instance_id());
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}
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#ifdef TOOLS_ENABLED
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if (si) {
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// If the script instance is not null, then it must be a placeholder.
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// Non-placeholder script instances are removed in godot_icall_Object_Disposed.
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CRASH_COND(!si->is_placeholder());
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if (script->is_tool() || ScriptServer::is_scripting_enabled()) {
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// Replace placeholder with a script instance
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if (replace_placeholder || script->is_tool() || ScriptServer::is_scripting_enabled()) {
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// Replace placeholder with a script instance.
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CSharpScript::StateBackup &state_backup = script->pending_reload_state[obj_id];
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// Backup placeholder script instance state before replacing it with a script instance
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// Backup placeholder script instance state before replacing it with a script instance.
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si->get_property_state(state_backup.properties);
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ScriptInstance *script_instance = script->instance_create(obj);
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if (script_instance) {
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script->placeholders.erase(static_cast<PlaceHolderScriptInstance *>(si));
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script->pending_replace_placeholders.erase(obj->get_instance_id());
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obj->set_script_instance(script_instance);
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}
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}
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@ -951,8 +969,24 @@ void CSharpLanguage::reload_assemblies(bool p_soft_reload) {
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#else
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CRASH_COND(si != nullptr);
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#endif
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// Re-create script instance
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obj->set_script(script); // will create the script instance as well
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// Re-create the script instance.
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if (replace_placeholder || script->is_tool() || ScriptServer::is_scripting_enabled()) {
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// Create script instance or replace placeholder with a script instance.
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ScriptInstance *script_instance = script->instance_create(obj);
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if (script_instance) {
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script->pending_replace_placeholders.erase(obj->get_instance_id());
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obj->set_script_instance(script_instance);
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continue;
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}
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}
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// The script instance could not be instantiated or wasn't in the list of placeholders to replace.
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obj->set_script(script);
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#if DEBUG_ENABLED
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// If we reached here, the instantiated script must be a placeholder.
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CRASH_COND(!obj->get_script_instance()->is_placeholder());
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#endif
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}
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}
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@ -90,6 +90,9 @@ class CSharpScript : public Script {
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HashSet<ObjectID> pending_reload_instances;
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RBMap<ObjectID, StateBackup> pending_reload_state;
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bool was_tool_before_reload = false;
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HashSet<ObjectID> pending_replace_placeholders;
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#endif
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String source;
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@ -130,7 +130,6 @@ namespace Godot.Bridge
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{
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// Performance is not critical here as this will be replaced with source generators.
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Type scriptType = _scriptTypeBiMap.GetScriptType(scriptPtr);
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var obj = (Object)FormatterServices.GetUninitializedObject(scriptType);
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var ctor = scriptType
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.GetConstructors(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance)
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@ -151,6 +150,8 @@ namespace Godot.Bridge
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}
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}
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var obj = (Object)FormatterServices.GetUninitializedObject(scriptType);
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var parameters = ctor.GetParameters();
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int paramCount = parameters.Length;
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