godot/modules/gdscript/language_server/scene_cache.cpp

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/**************************************************************************/
/* scene_cache.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
#include "scene_cache.h"
#include "godot_lsp.h"
#include "core/io/resource_loader.h"
#include "editor/file_system/editor_file_system.h"
#include "scene/resources/packed_scene.h"
void SceneCache::_get_owner_paths(EditorFileSystemDirectory *p_dir, const String &p_script_path, LocalVector<String> &r_owner_paths) {
if (!p_dir) {
return;
}
for (int i = 0; i < p_dir->get_subdir_count(); i++) {
_get_owner_paths(p_dir->get_subdir(i), p_script_path, r_owner_paths);
}
for (int i = 0; i < p_dir->get_file_count(); i++) {
if (p_dir->get_file_deps(i).has(p_script_path)) {
r_owner_paths.push_back(p_dir->get_file_path(i));
}
}
}
void SceneCache::_finalize_scene_load() {
ERR_FAIL_COND(current_loaded_owner.is_empty() || script_path_queue.is_empty());
Ref<PackedScene> scene_res = ResourceLoader::load_threaded_get(current_loaded_owner);
if (scene_res.is_valid()) {
cache[script_path_queue[0]] = scene_res->instantiate();
} else {
cache[script_path_queue[0]] = nullptr;
}
LOG_LSP("Scene cached for script:", script_path_queue[0]);
LOG_LSP("pending_script_queue length:", script_path_queue.size() - 1);
script_path_queue.remove_at(0);
current_loaded_owner = String();
}
void SceneCache::poll() {
if (current_loaded_owner.is_empty()) {
// No load ongoing, start the next one.
if (EditorFileSystem::get_singleton()->is_scanning() || script_path_queue.is_empty()) {
return;
}
LocalVector<String> owners;
_get_owner_paths(EditorFileSystem::get_singleton()->get_filesystem(), script_path_queue[0], owners);
for (const String &owner : owners) {
if (ResourceLoader::load_threaded_request(owner) == Error::OK) {
current_loaded_owner = owner;
LOG_LSP("Scene load started for:", current_loaded_owner);
break;
}
}
if (current_loaded_owner.is_empty()) {
cache[script_path_queue[0]] = nullptr;
LOG_LSP("No scene found for script:", script_path_queue[0]);
script_path_queue.remove_at(0);
LOG_LSP("pending_script_queue length:", script_path_queue.size());
}
} else {
ERR_FAIL_COND(script_path_queue.is_empty());
// There is an ongoing load. Check the status.
ResourceLoader::ThreadLoadStatus status = ResourceLoader::load_threaded_get_status(current_loaded_owner);
if (status == ResourceLoader::THREAD_LOAD_IN_PROGRESS) {
return;
}
if (status == ResourceLoader::THREAD_LOAD_LOADED) {
_finalize_scene_load();
} else {
LOG_LSP("Scene load failure for:", current_loaded_owner);
cache[script_path_queue[0]] = nullptr;
script_path_queue.remove_at(0);
current_loaded_owner = String();
}
}
}
Node *SceneCache::get(const String &p_script_path) {
if (!script_path_queue.is_empty() && script_path_queue[0] == p_script_path && !current_loaded_owner.is_empty()) {
_finalize_scene_load();
} else {
script_path_queue.erase(p_script_path);
}
if (Node **entry = cache.getptr(p_script_path)) {
return *entry;
}
// Fallback to blocking load. This could happen if the open request was only recently sent.
// TODO: This could also happen when multiple clients are connected.
LocalVector<String> owners;
_get_owner_paths(EditorFileSystem::get_singleton()->get_filesystem(), p_script_path, owners);
for (const String &owner : owners) {
Ref<PackedScene> scene = ResourceLoader::load(owner);
if (scene.is_valid()) {
Node *instance = scene->instantiate();
cache[p_script_path] = instance;
return instance;
}
}
cache[p_script_path] = nullptr;
return nullptr;
}
void SceneCache::request_load(const String &p_script_path) {
if (!cache.has(p_script_path) && !script_path_queue.has(p_script_path)) {
script_path_queue.push_back(p_script_path);
LOG_LSP("Scene load requested for:", p_script_path);
LOG_LSP("pending_script_queue length:", script_path_queue.size());
}
}
void SceneCache::unload(const String &p_script_path) {
if (!script_path_queue.is_empty() && script_path_queue[0] == p_script_path && !current_loaded_owner.is_empty()) {
_ALLOW_DISCARD_ ResourceLoader::load_threaded_get(current_loaded_owner);
script_path_queue.remove_at(0);
current_loaded_owner = String();
} else {
script_path_queue.erase(p_script_path);
}
if (!cache.has(p_script_path)) {
return;
}
memdelete_notnull(cache[p_script_path]);
cache.erase(p_script_path);
LOG_LSP("Cache cleared for path:", p_script_path);
}
void SceneCache::clear() {
if (!current_loaded_owner.is_empty()) {
_ALLOW_DISCARD_ ResourceLoader::load_threaded_get(current_loaded_owner);
current_loaded_owner = String();
}
script_path_queue.clear();
for (const KeyValue<String, Node *> &E : cache) {
memdelete_notnull(E.value);
}
cache.clear();
LOG_LSP("Cache cleared.");
}