godot/modules/gdscript/gdscript_cache.h

99 lines
3.8 KiB
C++

/*************************************************************************/
/* gdscript_cache.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GDSCRIPT_CACHE_H
#define GDSCRIPT_CACHE_H
#include "core/object/ref_counted.h"
#include "core/os/mutex.h"
#include "core/templates/hash_map.h"
#include "core/templates/rb_set.h"
#include "gdscript.h"
class GDScriptAnalyzer;
class GDScriptParser;
class GDScriptParserRef : public RefCounted {
public:
enum Status {
EMPTY,
PARSED,
INHERITANCE_SOLVED,
INTERFACE_SOLVED,
FULLY_SOLVED,
};
private:
GDScriptParser *parser = nullptr;
GDScriptAnalyzer *analyzer = nullptr;
Status status = EMPTY;
Error result = OK;
String path;
friend class GDScriptCache;
public:
bool is_valid() const;
Status get_status() const;
GDScriptParser *get_parser() const;
Error raise_status(Status p_new_status);
GDScriptParserRef() {}
~GDScriptParserRef();
};
class GDScriptCache {
// String key is full path.
HashMap<String, GDScriptParserRef *> parser_map;
HashMap<String, GDScript *> shallow_gdscript_cache;
HashMap<String, GDScript *> full_gdscript_cache;
HashMap<String, RBSet<String>> dependencies;
friend class GDScript;
friend class GDScriptParserRef;
static GDScriptCache *singleton;
Mutex lock;
static void remove_script(const String &p_path);
public:
static Ref<GDScriptParserRef> get_parser(const String &p_path, GDScriptParserRef::Status status, Error &r_error, const String &p_owner = String());
static String get_source_code(const String &p_path);
static Ref<GDScript> get_shallow_script(const String &p_path, const String &p_owner = String());
static Ref<GDScript> get_full_script(const String &p_path, Error &r_error, const String &p_owner = String());
static Error finish_compiling(const String &p_owner);
GDScriptCache();
~GDScriptCache();
};
#endif // GDSCRIPT_CACHE_H