746dddc067
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
254 lines
7.7 KiB
C++
254 lines
7.7 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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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/io/file_access.h"
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#include "core/templates/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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if (result != OK) {
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return result;
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}
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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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status = PARSED;
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result = parser->parse(GDScriptCache::get_source_code(path), path, false);
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break;
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case PARSED: {
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analyzer = memnew(GDScriptAnalyzer(parser));
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status = INHERITANCE_SOLVED;
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Error inheritance_result = analyzer->resolve_inheritance();
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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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status = INTERFACE_SOLVED;
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Error interface_result = analyzer->resolve_interface();
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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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status = FULLY_SOLVED;
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Error body_result = analyzer->resolve_body();
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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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if (result != OK) {
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return result;
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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 lock(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 lock(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 lock(singleton->lock);
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Ref<GDScriptParserRef> ref;
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if (!p_owner.is_empty()) {
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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 = Ref<GDScriptParserRef>(singleton->parser_map[p_path]);
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if (ref.is_null()) {
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r_error = ERR_INVALID_DATA;
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return ref;
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}
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} else {
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if (!FileAccess::exists(p_path)) {
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r_error = ERR_FILE_NOT_FOUND;
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return ref;
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}
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GDScriptParser *parser = memnew(GDScriptParser);
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ref.instantiate();
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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.ptr();
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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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Ref<FileAccess> 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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uint64_t len = f->get_length();
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source_file.resize(len + 1);
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uint64_t r = f->get_buffer(source_file.ptrw(), len);
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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 lock(singleton->lock);
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if (!p_owner.is_empty()) {
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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.instantiate();
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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.ptr();
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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 lock(singleton->lock);
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if (!p_owner.is_empty()) {
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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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ERR_FAIL_COND_V(script.is_null(), Ref<GDScript>());
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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.ptr();
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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.ptr();
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singleton->shallow_gdscript_cache.erase(p_owner);
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RBSet<String> depends = singleton->dependencies[p_owner];
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Error err = OK;
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for (const RBSet<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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