godot/modules/gdscript/language_server/scene_cache.h
Dekara VanHoc a4d029f889 LSP: Fix loading scene for every request on script file for workspace completion
Co-authored-by: HolonProduction <holonproduction@gmail.com>
2026-01-26 13:47:34 +01:00

65 lines
3.1 KiB
C++

/**************************************************************************/
/* scene_cache.h */
/**************************************************************************/
/* 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 */
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/* 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, */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/**************************************************************************/
#pragma once
#include "core/string/ustring.h"
#include "core/templates/hash_map.h"
#include "core/templates/local_vector.h"
class Node;
class EditorFileSystemDirectory;
class PackedScene;
/**
* Used to load and cache scene instances for LSP autocompletion.
*
* This implementation is not thread safe.
*/
class SceneCache {
// Always contains the path to the scene which is currently loaded via the `ResourceLoader`.
// If this is not empty, `script_path_queue` must have at least one element.
String current_loaded_owner;
LocalVector<String> script_path_queue;
HashMap<String, Node *> cache;
void _get_owner_paths(EditorFileSystemDirectory *p_dir, const String &p_script_path, LocalVector<String> &r_owner_paths);
void _finalize_scene_load();
public:
void poll();
void clear();
void request_load(const String &p_script_path);
void unload(const String &p_script_path);
Node *get(const String &p_script_path);
};