/**************************************************************************/ /* 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 &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 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 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 owners; _get_owner_paths(EditorFileSystem::get_singleton()->get_filesystem(), p_script_path, owners); for (const String &owner : owners) { Ref 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 &E : cache) { memdelete_notnull(E.value); } cache.clear(); LOG_LSP("Cache cleared."); }