245 lines
7.5 KiB
C++
245 lines
7.5 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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 "core/os/file_access.h"
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#include "core/vector.h"
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#include "gdscript.h"
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#include "gdscript_analyzer.h"
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#include "gdscript_parser.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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Error GDScriptParserRef::raise_status(Status p_new_status) {
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ERR_FAIL_COND_V(parser == nullptr, ERR_INVALID_DATA);
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Error result = OK;
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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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result = parser->parse(GDScriptCache::get_source_code(path), path, false);
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status = PARSED;
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break;
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case PARSED: {
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analyzer = memnew(GDScriptAnalyzer(parser));
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Error inheritance_result = analyzer->resolve_inheritance();
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status = INHERITANCE_SOLVED;
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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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Error interface_result = analyzer->resolve_interface();
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status = INTERFACE_SOLVED;
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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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Error body_result = analyzer->resolve_body();
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status = FULLY_SOLVED;
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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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}
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return result;
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}
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GDScriptParserRef::~GDScriptParserRef() {
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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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MutexLock(GDScriptCache::singleton->lock);
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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::remove_script(const String &p_path) {
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MutexLock(singleton->lock);
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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(singleton->lock);
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Ref<GDScriptParserRef> ref;
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if (p_owner != String()) {
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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 = singleton->parser_map[p_path];
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} else {
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GDScriptParser *parser = memnew(GDScriptParser);
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ref.instance();
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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;
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ref->unreference();
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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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FileAccessRef f = FileAccess::open(p_path, FileAccess::READ, &err);
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if (err) {
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ERR_FAIL_COND_V(err, "");
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}
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int len = f->get_len();
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source_file.resize(len + 1);
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int r = f->get_buffer(source_file.ptrw(), len);
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f->close();
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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())) {
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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, const String &p_owner) {
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MutexLock(singleton->lock);
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if (p_owner != String()) {
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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.instance();
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script->set_path(p_path, true);
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script->set_script_path(p_path);
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script->load_source_code(p_path);
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singleton->shallow_gdscript_cache[p_path] = script;
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// The one in cache is not a hard reference: if the script dies somewhere else it's fine.
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// Scripts remove themselves from cache when they die.
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script->unreference();
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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) {
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MutexLock(singleton->lock);
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if (p_owner != String()) {
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singleton->dependencies[p_owner].insert(p_path);
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}
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r_error = OK;
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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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Ref<GDScript> script = get_shallow_script(p_path);
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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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r_error = script->reload();
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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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Error GDScriptCache::finish_compiling(const String &p_owner) {
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// Mark this as compiled.
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Ref<GDScript> script = get_shallow_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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Set<String> depends = singleton->dependencies[p_owner];
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Error err = OK;
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for (const Set<String>::Element *E = depends.front(); E != nullptr; E = E->next()) {
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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->get(), 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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GDScriptCache::GDScriptCache() {
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singleton = this;
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}
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GDScriptCache::~GDScriptCache() {
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parser_map.clear();
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shallow_gdscript_cache.clear();
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full_gdscript_cache.clear();
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singleton = nullptr;
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}
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