Merge pull request #8743 from karroffel/gdnative-reload-fixes
[GDNative] fixed a reload bug
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commit
f9fc2ef83b
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@ -99,15 +99,15 @@ Error NativeLibrary::terminate(NativeLibrary *&p_native_lib) {
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Error error = OK;
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void *library_terminate;
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error = OS::get_singleton()->get_dynamic_library_symbol_handle(p_native_lib->handle, GDNativeScriptLanguage::get_terminate_symbol_name(), library_terminate);
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if (error)
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return OK; // no terminate? okay, not that important lol
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if (!error) {
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void (*library_terminate_pointer)(godot_native_terminate_options *) = (void (*)(godot_native_terminate_options *))library_terminate;
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void (*library_terminate_pointer)(godot_native_terminate_options *) = (void (*)(godot_native_terminate_options *))library_terminate;
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godot_native_terminate_options options;
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options.in_editor = SceneTree::get_singleton()->is_editor_hint();
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godot_native_terminate_options options;
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options.in_editor = SceneTree::get_singleton()->is_editor_hint();
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library_terminate_pointer(&options);
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library_terminate_pointer(&options);
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}
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GDNativeScriptLanguage::get_singleton()->initialized_libraries.erase(p_native_lib->path);
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@ -614,7 +614,6 @@ Error GDNativeLibrary::_terminate() {
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}
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Error ret = NativeLibrary::terminate(native_library);
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native_library->scripts.clear();
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return ret;
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@ -1217,6 +1216,7 @@ void GDNativeReloadNode::_notification(int p_what) {
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Set<GDNativeScript *> scripts;
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for (Set<GDNativeScript *>::Element *S = GDNativeScriptLanguage::get_singleton()->script_list.front(); S; S = S->next()) {
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if (lib->native_library->scripts.has(S->get()->get_script_name())) {
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GDNativeScript *script = S->get();
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script->script_data = lib->get_script_data(script->get_script_name());
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