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Fix accessing UID before first scan
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parent
36d90c73a8
commit
9457666bba
5 changed files with 115 additions and 9 deletions
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@ -154,6 +154,19 @@ String ResourceUID::get_id_path(ID p_id) const {
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ERR_FAIL_COND_V_MSG(p_id == INVALID_ID, String(), "Invalid UID.");
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MutexLock l(mutex);
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const ResourceUID::Cache *cache = unique_ids.getptr(p_id);
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#if TOOLS_ENABLED
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// On startup, the scan_for_uid_on_startup callback should be set and will
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// execute EditorFileSystem::scan_for_uid, which scans all project files
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// to reload the UID cache before the first scan.
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// Note: EditorFileSystem::scan_for_uid sets scan_for_uid_on_startup to nullptr
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// once the first scan_for_uid is complete.
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if (!cache && scan_for_uid_on_startup) {
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scan_for_uid_on_startup();
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cache = unique_ids.getptr(p_id);
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}
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#endif
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ERR_FAIL_COND_V_MSG(!cache, String(), vformat("Unrecognized UID: \"%s\".", id_to_text(p_id)));
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const CharString &cs = cache->cs;
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return String::utf8(cs.ptr());
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@ -37,6 +37,8 @@
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class FileAccess;
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typedef void (*ResourceUIDScanForUIDOnStartup)();
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class ResourceUID : public Object {
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GDCLASS(ResourceUID, Object)
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public:
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@ -63,6 +65,8 @@ protected:
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static void _bind_methods();
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public:
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inline static ResourceUIDScanForUIDOnStartup scan_for_uid_on_startup = nullptr;
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String id_to_text(ID p_id) const;
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ID text_to_id(const String &p_text) const;
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@ -48,6 +48,9 @@
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#include "scene/resources/packed_scene.h"
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EditorFileSystem *EditorFileSystem::singleton = nullptr;
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int EditorFileSystem::nb_files_total = 0;
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EditorFileSystem::ScannedDirectory *EditorFileSystem::first_scan_root_dir = nullptr;
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//the name is the version, to keep compatibility with different versions of Godot
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#define CACHE_FILE_NAME "filesystem_cache10"
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@ -237,16 +240,72 @@ EditorFileSystem::ScannedDirectory::~ScannedDirectory() {
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}
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}
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void EditorFileSystem::_first_scan_filesystem() {
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EditorProgress ep = EditorProgress("first_scan_filesystem", TTR("Project initialization"), 5);
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void EditorFileSystem::_load_first_scan_root_dir() {
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Ref<DirAccess> d = DirAccess::create(DirAccess::ACCESS_RESOURCES);
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first_scan_root_dir = memnew(ScannedDirectory);
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first_scan_root_dir->full_path = "res://";
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nb_files_total = _scan_new_dir(first_scan_root_dir, d);
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}
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void EditorFileSystem::scan_for_uid() {
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// Load file structure into memory.
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_load_first_scan_root_dir();
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// Load extensions for which an .import should exists.
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List<String> extensionsl;
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HashSet<String> import_extensions;
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ResourceFormatImporter::get_singleton()->get_recognized_extensions(&extensionsl);
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for (const String &E : extensionsl) {
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import_extensions.insert(E);
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}
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// Scan the file system to load uid.
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_scan_for_uid_directory(first_scan_root_dir, import_extensions);
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// It's done, resetting the callback method to prevent a second scan.
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ResourceUID::scan_for_uid_on_startup = nullptr;
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}
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void EditorFileSystem::_scan_for_uid_directory(const ScannedDirectory *p_scan_dir, const HashSet<String> &p_import_extensions) {
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for (ScannedDirectory *scan_sub_dir : p_scan_dir->subdirs) {
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_scan_for_uid_directory(scan_sub_dir, p_import_extensions);
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}
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for (const String &scan_file : p_scan_dir->files) {
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const String ext = scan_file.get_extension().to_lower();
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if (ext == "uid" || ext == "import") {
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continue;
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}
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const String path = p_scan_dir->full_path.path_join(scan_file);
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ResourceUID::ID uid = ResourceUID::INVALID_ID;
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if (p_import_extensions.has(ext)) {
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if (FileAccess::exists(path + ".import")) {
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uid = ResourceFormatImporter::get_singleton()->get_resource_uid(path);
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}
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} else {
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uid = ResourceLoader::get_resource_uid(path);
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}
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if (uid != ResourceUID::INVALID_ID) {
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if (!ResourceUID::get_singleton()->has_id(uid)) {
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ResourceUID::get_singleton()->add_id(uid, path);
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}
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}
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}
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}
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void EditorFileSystem::_first_scan_filesystem() {
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EditorProgress ep = EditorProgress("first_scan_filesystem", TTR("Project initialization"), 5);
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HashSet<String> existing_class_names;
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HashSet<String> extensions;
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ep.step(TTR("Scanning file structure..."), 0, true);
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nb_files_total = _scan_new_dir(first_scan_root_dir, d);
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if (!first_scan_root_dir) {
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ep.step(TTR("Scanning file structure..."), 0, true);
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_load_first_scan_root_dir();
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}
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// Preloading GDExtensions file extensions to prevent looping on all the resource loaders
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// for each files in _first_scan_process_scripts.
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@ -440,6 +499,7 @@ void EditorFileSystem::_scan_filesystem() {
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sd = first_scan_root_dir;
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// Will be updated on scan.
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ResourceUID::get_singleton()->clear();
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ResourceUID::scan_for_uid_on_startup = nullptr;
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processed_files = memnew(HashSet<String>());
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} else {
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Ref<DirAccess> d = DirAccess::create(DirAccess::ACCESS_RESOURCES);
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@ -182,7 +182,7 @@ class EditorFileSystem : public Node {
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static void _thread_func(void *_userdata);
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EditorFileSystemDirectory *new_filesystem = nullptr;
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ScannedDirectory *first_scan_root_dir = nullptr;
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static ScannedDirectory *first_scan_root_dir;
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bool filesystem_changed_queued = false;
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bool scanning = false;
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@ -192,13 +192,17 @@ class EditorFileSystem : public Node {
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float scan_total;
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String filesystem_settings_version_for_import;
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bool revalidate_import_files = false;
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int nb_files_total = 0;
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static int nb_files_total;
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void _notify_filesystem_changed();
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void _scan_filesystem();
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void _first_scan_filesystem();
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void _first_scan_process_scripts(const ScannedDirectory *p_scan_dir, List<String> &p_gdextension_extensions, HashSet<String> &p_existing_class_names, HashSet<String> &p_extensions);
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static void _scan_for_uid_directory(const ScannedDirectory *p_scan_dir, const HashSet<String> &p_import_extensions);
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static void _load_first_scan_root_dir();
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HashSet<String> late_update_files;
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void _save_late_updated_files();
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@ -255,7 +259,7 @@ class EditorFileSystem : public Node {
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HashSet<String> valid_extensions;
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HashSet<String> import_extensions;
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int _scan_new_dir(ScannedDirectory *p_dir, Ref<DirAccess> &da);
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static int _scan_new_dir(ScannedDirectory *p_dir, Ref<DirAccess> &da);
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void _process_file_system(const ScannedDirectory *p_scan_dir, EditorFileSystemDirectory *p_dir, ScanProgress &p_progress, HashSet<String> *p_processed_files);
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Thread thread_sources;
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@ -412,6 +416,8 @@ public:
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static bool _should_skip_directory(const String &p_path);
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static void scan_for_uid();
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void add_import_format_support_query(Ref<EditorFileSystemImportFormatSupportQuery> p_query);
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void remove_import_format_support_query(Ref<EditorFileSystemImportFormatSupportQuery> p_query);
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EditorFileSystem();
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@ -3444,6 +3444,17 @@ Error Main::setup2(bool p_show_boot_logo) {
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// This loads global classes, so it must happen before custom loaders and savers are registered
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ScriptServer::init_languages();
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#if TOOLS_ENABLED
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// Setting up the callback to execute a scan for UIDs on disk when a UID
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// does not exist in the UID cache on startup. This prevents invalid UID errors
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// when opening a project without a UID cache file or with an invalid cache.
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if (editor) {
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ResourceUID::scan_for_uid_on_startup = EditorFileSystem::scan_for_uid;
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}
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#endif
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theme_db->initialize_theme();
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audio_server->load_default_bus_layout();
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@ -3496,9 +3507,21 @@ void Main::setup_boot_logo() {
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if (show_logo) { //boot logo!
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const bool boot_logo_image = GLOBAL_DEF_BASIC("application/boot_splash/show_image", true);
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const String boot_logo_path = ResourceUID::ensure_path(GLOBAL_DEF_BASIC(PropertyInfo(Variant::STRING, "application/boot_splash/image", PROPERTY_HINT_FILE, "*.png"), String())).strip_edges();
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const bool boot_logo_scale = GLOBAL_DEF_BASIC("application/boot_splash/fullsize", true);
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const bool boot_logo_filter = GLOBAL_DEF_BASIC("application/boot_splash/use_filter", true);
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String boot_logo_path = GLOBAL_DEF_BASIC(PropertyInfo(Variant::STRING, "application/boot_splash/image", PROPERTY_HINT_FILE, "*.png"), String());
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// If the UID cache is missing or invalid, it could be 'normal' for the UID to not exist in memory.
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// It's too soon to scan the project files since the ResourceFormatImporter is not loaded yet,
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// so to prevent printing errors, we will just skip the custom boot logo this time.
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if (boot_logo_path.begins_with("uid://")) {
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const ResourceUID::ID logo_id = ResourceUID::get_singleton()->text_to_id(boot_logo_path);
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if (ResourceUID::get_singleton()->has_id(logo_id)) {
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boot_logo_path = ResourceUID::get_singleton()->get_id_path(logo_id).strip_edges();
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} else {
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boot_logo_path = String();
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}
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}
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Ref<Image> boot_logo;
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@ -4215,7 +4238,7 @@ int Main::start() {
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#ifdef TOOLS_ENABLED
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if (editor) {
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if (!recovery_mode && (game_path != String(GLOBAL_GET("application/run/main_scene")) || !editor_node->has_scenes_in_session())) {
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if (!recovery_mode && (game_path != ResourceUID::ensure_path(String(GLOBAL_GET("application/run/main_scene"))) || !editor_node->has_scenes_in_session())) {
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Error serr = editor_node->load_scene(local_game_path);
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if (serr != OK) {
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ERR_PRINT("Failed to load scene");
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