Fix LSP parsing get_node only from the scene root

(cherry picked from commit 03f8fa9f62)
This commit is contained in:
Francois Belair 2021-08-05 11:45:37 -04:00 committed by Rémi Verschelde
parent 994cafb9f1
commit 520fa45f0d
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GPG key ID: C3336907360768E1

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@ -442,8 +442,29 @@ void GDScriptWorkspace::completion(const lsp::CompletionParams &p_params, List<S
if (const ExtendGDScriptParser *parser = get_parse_result(path)) {
Node *owner_scene_node = _get_owner_scene_node(path);
Array stack;
Node *current = nullptr;
stack.push_back(owner_scene_node);
while (!stack.empty()) {
current = stack.pop_back();
Ref<GDScript> script = current->get_script();
if (script.is_valid() && script->get_path() == path) {
break;
}
for (int i = 0; i < current->get_child_count(); ++i) {
stack.push_back(current->get_child(i));
}
}
Ref<GDScript> script = current->get_script();
if (!script.is_valid() || script->get_path() != path) {
current = owner_scene_node;
}
String code = parser->get_text_for_completion(p_params.position);
GDScriptLanguage::get_singleton()->complete_code(code, path, owner_scene_node, r_options, forced, call_hint);
GDScriptLanguage::get_singleton()->complete_code(code, path, current, r_options, forced, call_hint);
if (owner_scene_node) {
memdelete(owner_scene_node);
}