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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/modules/gdscript/language_server/scene_cache.cpp
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/**************************************************************************/
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/* scene_cache.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "scene_cache.h"
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#include "godot_lsp.h"
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#include "core/io/resource_loader.h"
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#include "editor/file_system/editor_file_system.h"
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#include "scene/resources/packed_scene.h"
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void SceneCache::_get_owner_paths(EditorFileSystemDirectory *p_dir, const String &p_script_path, LocalVector<String> &r_owner_paths) {
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if (!p_dir) {
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return;
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}
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for (int i = 0; i < p_dir->get_subdir_count(); i++) {
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_get_owner_paths(p_dir->get_subdir(i), p_script_path, r_owner_paths);
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}
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for (int i = 0; i < p_dir->get_file_count(); i++) {
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if (p_dir->get_file_deps(i).has(p_script_path)) {
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r_owner_paths.push_back(p_dir->get_file_path(i));
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}
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}
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}
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void SceneCache::_finalize_scene_load() {
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ERR_FAIL_COND(current_loaded_owner.is_empty() || script_path_queue.is_empty());
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Ref<PackedScene> scene_res = ResourceLoader::load_threaded_get(current_loaded_owner);
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if (scene_res.is_valid()) {
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cache[script_path_queue[0]] = scene_res->instantiate();
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} else {
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cache[script_path_queue[0]] = nullptr;
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}
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LOG_LSP("Scene cached for script:", script_path_queue[0]);
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LOG_LSP("pending_script_queue length:", script_path_queue.size() - 1);
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script_path_queue.remove_at(0);
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current_loaded_owner = String();
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}
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void SceneCache::poll() {
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if (current_loaded_owner.is_empty()) {
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// No load ongoing, start the next one.
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if (EditorFileSystem::get_singleton()->is_scanning() || script_path_queue.is_empty()) {
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return;
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}
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LocalVector<String> owners;
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_get_owner_paths(EditorFileSystem::get_singleton()->get_filesystem(), script_path_queue[0], owners);
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for (const String &owner : owners) {
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if (ResourceLoader::load_threaded_request(owner) == Error::OK) {
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current_loaded_owner = owner;
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LOG_LSP("Scene load started for:", current_loaded_owner);
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break;
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}
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}
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if (current_loaded_owner.is_empty()) {
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cache[script_path_queue[0]] = nullptr;
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LOG_LSP("No scene found for script:", script_path_queue[0]);
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script_path_queue.remove_at(0);
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LOG_LSP("pending_script_queue length:", script_path_queue.size());
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}
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} else {
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ERR_FAIL_COND(script_path_queue.is_empty());
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// There is an ongoing load. Check the status.
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ResourceLoader::ThreadLoadStatus status = ResourceLoader::load_threaded_get_status(current_loaded_owner);
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if (status == ResourceLoader::THREAD_LOAD_IN_PROGRESS) {
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return;
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}
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if (status == ResourceLoader::THREAD_LOAD_LOADED) {
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_finalize_scene_load();
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} else {
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LOG_LSP("Scene load failure for:", current_loaded_owner);
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cache[script_path_queue[0]] = nullptr;
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script_path_queue.remove_at(0);
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current_loaded_owner = String();
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}
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}
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}
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Node *SceneCache::get(const String &p_script_path) {
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if (!script_path_queue.is_empty() && script_path_queue[0] == p_script_path && !current_loaded_owner.is_empty()) {
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_finalize_scene_load();
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} else {
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script_path_queue.erase(p_script_path);
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}
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if (Node **entry = cache.getptr(p_script_path)) {
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return *entry;
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}
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// Fallback to blocking load. This could happen if the open request was only recently sent.
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// TODO: This could also happen when multiple clients are connected.
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LocalVector<String> owners;
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_get_owner_paths(EditorFileSystem::get_singleton()->get_filesystem(), p_script_path, owners);
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for (const String &owner : owners) {
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Ref<PackedScene> scene = ResourceLoader::load(owner);
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if (scene.is_valid()) {
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Node *instance = scene->instantiate();
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cache[p_script_path] = instance;
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return instance;
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}
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}
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cache[p_script_path] = nullptr;
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return nullptr;
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}
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void SceneCache::request_load(const String &p_script_path) {
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if (!cache.has(p_script_path) && !script_path_queue.has(p_script_path)) {
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script_path_queue.push_back(p_script_path);
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LOG_LSP("Scene load requested for:", p_script_path);
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LOG_LSP("pending_script_queue length:", script_path_queue.size());
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}
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}
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void SceneCache::unload(const String &p_script_path) {
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if (!script_path_queue.is_empty() && script_path_queue[0] == p_script_path && !current_loaded_owner.is_empty()) {
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_ALLOW_DISCARD_ ResourceLoader::load_threaded_get(current_loaded_owner);
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script_path_queue.remove_at(0);
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current_loaded_owner = String();
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} else {
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script_path_queue.erase(p_script_path);
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}
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if (!cache.has(p_script_path)) {
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return;
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}
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memdelete_notnull(cache[p_script_path]);
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cache.erase(p_script_path);
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LOG_LSP("Cache cleared for path:", p_script_path);
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}
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void SceneCache::clear() {
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if (!current_loaded_owner.is_empty()) {
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_ALLOW_DISCARD_ ResourceLoader::load_threaded_get(current_loaded_owner);
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current_loaded_owner = String();
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}
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script_path_queue.clear();
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for (const KeyValue<String, Node *> &E : cache) {
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memdelete_notnull(E.value);
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}
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cache.clear();
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LOG_LSP("Cache cleared.");
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}
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