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Merge pull request #113600 from HolonProduction/cache-fixup
GDScript: Ensure correct caching of cyclic references
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commit
c1bbaca12a
3 changed files with 7 additions and 24 deletions
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@ -3054,11 +3054,7 @@ Ref<GDScript> GDScriptLanguage::get_script_by_fully_qualified_name(const String
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Ref<Resource> ResourceFormatLoaderGDScript::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads, float *r_progress, CacheMode p_cache_mode) {
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Ref<Resource> ResourceFormatLoaderGDScript::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads, float *r_progress, CacheMode p_cache_mode) {
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Error err;
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Error err;
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bool ignoring = p_cache_mode == CACHE_MODE_IGNORE || p_cache_mode == CACHE_MODE_IGNORE_DEEP;
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bool ignoring = p_cache_mode == CACHE_MODE_IGNORE || p_cache_mode == CACHE_MODE_IGNORE_DEEP;
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Ref<GDScript> scr = GDScriptCache::get_full_script_no_resource_cache(p_original_path, err, "", ignoring);
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Ref<GDScript> scr = GDScriptCache::get_full_script(p_original_path, err, "", ignoring);
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// Reset `path_cache` so that when resource loader uses `set_path()` later, the script gets added to the cache.
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if (scr.is_valid()) {
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scr->set_path_cache(String());
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}
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if (err && scr.is_valid()) {
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if (err && scr.is_valid()) {
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// If !scr.is_valid(), the error was likely from scr->load_source_code(), which already generates an error.
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// If !scr.is_valid(), the error was likely from scr->load_source_code(), which already generates an error.
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@ -339,17 +339,6 @@ Ref<GDScript> GDScriptCache::get_shallow_script(const String &p_path, Error &r_e
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}
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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, bool p_update_from_disk) {
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Ref<GDScript> GDScriptCache::get_full_script(const String &p_path, Error &r_error, const String &p_owner, bool p_update_from_disk) {
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Ref<GDScript> uncached_script = get_full_script_no_resource_cache(p_path, r_error, p_owner, p_update_from_disk);
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// Resources don't know whether they are cached, so using `set_path()` after `set_path_cache()` does not add the resource to the cache if the path is the same.
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// We reset the cached path from `get_shallow_script()` so that the subsequent call to `set_path()` caches everything correctly.
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uncached_script->set_path_cache(String());
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uncached_script->set_path(p_path, true);
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return uncached_script;
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}
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Ref<GDScript> GDScriptCache::get_full_script_no_resource_cache(const String &p_path, Error &r_error, const String &p_owner, bool p_update_from_disk) {
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MutexLock lock(singleton->mutex);
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MutexLock lock(singleton->mutex);
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if (!p_owner.is_empty() && p_path != p_owner) {
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if (!p_owner.is_empty() && p_path != p_owner) {
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@ -403,6 +392,12 @@ Ref<GDScript> GDScriptCache::get_full_script_no_resource_cache(const String &p_p
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singleton->full_gdscript_cache[p_path] = script;
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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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singleton->shallow_gdscript_cache.erase(p_path);
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// Add the script to the resource cache. Usually ResourceLoader would take care of it, but cyclic references can break that sometimes so we do it ourselves.
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// Resources don't know whether they are cached, so using `set_path()` after `set_path_cache()` does not add the resource to the cache if the path is the same.
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// We reset the cached path from `get_shallow_script()` so that the subsequent call to `set_path()` caches everything correctly.
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script->set_path_cache(String());
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script->set_path(p_path, true);
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return script;
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return script;
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}
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}
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@ -121,14 +121,6 @@ public:
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static String get_source_code(const String &p_path);
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static String get_source_code(const String &p_path);
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static Vector<uint8_t> get_binary_tokens(const String &p_path);
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static Vector<uint8_t> get_binary_tokens(const String &p_path);
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static Ref<GDScript> get_shallow_script(const String &p_path, Error &r_error, const String &p_owner = String());
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static Ref<GDScript> get_shallow_script(const String &p_path, Error &r_error, const String &p_owner = String());
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/**
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* Returns a fully loaded GDScript using an already cached script if one exists.
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*
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* If a new script is created, the resource will only have its patch_cache set, so it won't be present in the ResourceCache.
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* Mismatches between GDScriptCache and ResourceCache might trigger complex issues so when using this method ensure
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* that the script is added to the resource cache or removed from the GDScript cache.
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*/
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static Ref<GDScript> get_full_script_no_resource_cache(const String &p_path, Error &r_error, const String &p_owner = String(), bool p_update_from_disk = false);
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/**
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/**
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* Returns a fully loaded GDScript using an already cached script if one exists.
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* Returns a fully loaded GDScript using an already cached script if one exists.
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*
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*
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