/*************************************************************************/ /* gdscript_cache.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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 "gdscript_cache.h" #include "core/io/file_access.h" #include "core/templates/vector.h" #include "gdscript.h" #include "gdscript_analyzer.h" #include "gdscript_parser.h" bool GDScriptParserRef::is_valid() const { return parser != nullptr; } GDScriptParserRef::Status GDScriptParserRef::get_status() const { return status; } GDScriptParser *GDScriptParserRef::get_parser() const { return parser; } Error GDScriptParserRef::raise_status(Status p_new_status) { ERR_FAIL_COND_V(parser == nullptr, ERR_INVALID_DATA); Error result = OK; while (p_new_status > status) { switch (status) { case EMPTY: result = parser->parse(GDScriptCache::get_source_code(path), path, false); status = PARSED; break; case PARSED: { analyzer = memnew(GDScriptAnalyzer(parser)); Error inheritance_result = analyzer->resolve_inheritance(); status = INHERITANCE_SOLVED; if (result == OK) { result = inheritance_result; } } break; case INHERITANCE_SOLVED: { Error interface_result = analyzer->resolve_interface(); status = INTERFACE_SOLVED; if (result == OK) { result = interface_result; } } break; case INTERFACE_SOLVED: { Error body_result = analyzer->resolve_body(); status = FULLY_SOLVED; if (result == OK) { result = body_result; } } break; case FULLY_SOLVED: { return result; } } if (result != OK) { if (parser != nullptr) { memdelete(parser); parser = nullptr; } if (analyzer != nullptr) { memdelete(analyzer); analyzer = nullptr; } return result; } } return result; } GDScriptParserRef::~GDScriptParserRef() { if (parser != nullptr) { memdelete(parser); } if (analyzer != nullptr) { memdelete(analyzer); } MutexLock lock(GDScriptCache::singleton->lock); GDScriptCache::singleton->parser_map.erase(path); } GDScriptCache *GDScriptCache::singleton = nullptr; void GDScriptCache::remove_script(const String &p_path) { MutexLock lock(singleton->lock); singleton->shallow_gdscript_cache.erase(p_path); singleton->full_gdscript_cache.erase(p_path); } Ref GDScriptCache::get_parser(const String &p_path, GDScriptParserRef::Status p_status, Error &r_error, const String &p_owner) { MutexLock lock(singleton->lock); Ref ref; if (p_owner != String()) { singleton->dependencies[p_owner].insert(p_path); } if (singleton->parser_map.has(p_path)) { ref = Ref(singleton->parser_map[p_path]); } else { if (!FileAccess::exists(p_path)) { r_error = ERR_FILE_NOT_FOUND; return ref; } GDScriptParser *parser = memnew(GDScriptParser); ref.instance(); ref->parser = parser; ref->path = p_path; singleton->parser_map[p_path] = ref.ptr(); } r_error = ref->raise_status(p_status); return ref; } String GDScriptCache::get_source_code(const String &p_path) { Vector source_file; Error err; FileAccessRef f = FileAccess::open(p_path, FileAccess::READ, &err); if (err) { ERR_FAIL_COND_V(err, ""); } uint64_t len = f->get_length(); source_file.resize(len + 1); uint64_t r = f->get_buffer(source_file.ptrw(), len); f->close(); ERR_FAIL_COND_V(r != len, ""); source_file.write[len] = 0; String source; if (source.parse_utf8((const char *)source_file.ptr())) { ERR_FAIL_V_MSG("", "Script '" + p_path + "' contains invalid unicode (UTF-8), so it was not loaded. Please ensure that scripts are saved in valid UTF-8 unicode."); } return source; } Ref GDScriptCache::get_shallow_script(const String &p_path, const String &p_owner) { MutexLock lock(singleton->lock); if (p_owner != String()) { singleton->dependencies[p_owner].insert(p_path); } if (singleton->full_gdscript_cache.has(p_path)) { return singleton->full_gdscript_cache[p_path]; } if (singleton->shallow_gdscript_cache.has(p_path)) { return singleton->shallow_gdscript_cache[p_path]; } Ref script; script.instance(); script->set_path(p_path, true); script->set_script_path(p_path); script->load_source_code(p_path); singleton->shallow_gdscript_cache[p_path] = script.ptr(); return script; } Ref GDScriptCache::get_full_script(const String &p_path, Error &r_error, const String &p_owner) { MutexLock lock(singleton->lock); if (p_owner != String()) { singleton->dependencies[p_owner].insert(p_path); } r_error = OK; if (singleton->full_gdscript_cache.has(p_path)) { return singleton->full_gdscript_cache[p_path]; } Ref script = get_shallow_script(p_path); r_error = script->load_source_code(p_path); if (r_error) { return script; } r_error = script->reload(); if (r_error) { return script; } singleton->full_gdscript_cache[p_path] = script.ptr(); singleton->shallow_gdscript_cache.erase(p_path); return script; } Error GDScriptCache::finish_compiling(const String &p_owner) { // Mark this as compiled. Ref script = get_shallow_script(p_owner); singleton->full_gdscript_cache[p_owner] = script.ptr(); singleton->shallow_gdscript_cache.erase(p_owner); Set depends = singleton->dependencies[p_owner]; Error err = OK; for (const Set::Element *E = depends.front(); E != nullptr; E = E->next()) { Error this_err = OK; // No need to save the script. We assume it's already referenced in the owner. get_full_script(E->get(), this_err); if (this_err != OK) { err = this_err; } } singleton->dependencies.erase(p_owner); return err; } GDScriptCache::GDScriptCache() { singleton = this; } GDScriptCache::~GDScriptCache() { parser_map.clear(); shallow_gdscript_cache.clear(); full_gdscript_cache.clear(); singleton = nullptr; }