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author | Ignacio Etcheverry <ignalfonsore@gmail.com> | 2019-07-21 23:21:35 +0200 |
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committer | Ignacio Etcheverry <ignalfonsore@gmail.com> | 2019-07-22 00:16:24 +0200 |
commit | 0197d86ab402b00e75853812538011415ffdaa85 (patch) | |
tree | 0e8deb54ce68c84c2a1b3ed63dfdc9e2a8ce9570 /modules | |
parent | 437939589234559febabb9a4c392145521a9c3a5 (diff) |
Mono: Fix editor API assembly not being updated
If both the core and editor API assemblies are missing or out of sync, Godot will only update the former and then abort when trying to load them again because the latter was not updated. Godot will update it correctly the next time it's started, but this should not be needed and it should work the first time. This commit fixes that.
Diffstat (limited to 'modules')
-rw-r--r-- | modules/mono/mono_gd/gd_mono.cpp | 19 |
1 files changed, 12 insertions, 7 deletions
diff --git a/modules/mono/mono_gd/gd_mono.cpp b/modules/mono/mono_gd/gd_mono.cpp index 2497f083b5..571bf598f3 100644 --- a/modules/mono/mono_gd/gd_mono.cpp +++ b/modules/mono/mono_gd/gd_mono.cpp @@ -602,12 +602,12 @@ bool GDMono::copy_prebuilt_api_assembly(APIAssembly::Type p_api_type) { String GDMono::update_api_assemblies_from_prebuilt() { -#define FAIL_REASON(m_out_of_sync, m_prebuilt_exist) \ +#define FAIL_REASON(m_out_of_sync, m_prebuilt_exists) \ ( \ (m_out_of_sync ? \ String("The assembly is invalidated") : \ String("The assembly was not found")) + \ - (m_prebuilt_exist ? \ + (m_prebuilt_exists ? \ String(" and the prebuilt assemblies are missing") : \ String(" and we failed to copy the prebuilt assemblies"))) @@ -619,16 +619,18 @@ String GDMono::update_api_assemblies_from_prebuilt() { if (!api_assembly_out_of_sync && FileAccess::exists(core_assembly_path) && FileAccess::exists(editor_assembly_path)) return String(); // No update needed + print_verbose("Updating API assemblies"); + String prebuilt_api_dir = GodotSharpDirs::get_data_editor_prebuilt_api_dir().plus_file("Debug"); String prebuilt_core_dll_path = prebuilt_api_dir.plus_file(CORE_API_ASSEMBLY_NAME ".dll"); String prebuilt_editor_dll_path = prebuilt_api_dir.plus_file(EDITOR_API_ASSEMBLY_NAME ".dll"); if (!FileAccess::exists(prebuilt_core_dll_path) || !FileAccess::exists(prebuilt_editor_dll_path)) - return FAIL_REASON(api_assembly_out_of_sync, /* prebuilt_exist: */ false); + return FAIL_REASON(api_assembly_out_of_sync, /* prebuilt_exists: */ false); // Copy the prebuilt Api if (!copy_prebuilt_api_assembly(APIAssembly::API_CORE) || !copy_prebuilt_api_assembly(APIAssembly::API_EDITOR)) - return FAIL_REASON(api_assembly_out_of_sync, /* prebuilt_exist: */ true); + return FAIL_REASON(api_assembly_out_of_sync, /* prebuilt_exists: */ true); return String(); // Updated successfully @@ -699,9 +701,6 @@ bool GDMono::_try_load_api_assemblies() { return false; } - if (core_api_assembly_out_of_sync || !GDMonoUtils::mono_cache.godot_api_cache_updated) - return false; - #ifdef TOOLS_ENABLED if (!_load_editor_api_assembly()) { if (OS::get_singleton()->is_stdout_verbose()) @@ -713,6 +712,12 @@ bool GDMono::_try_load_api_assemblies() { return false; #endif + // Check if the core API assembly is out of sync only after trying to load the + // editor API assembly. Otherwise, if both assemblies are out of sync, we would + // only update the former as we won't know the latter also needs to be updated. + if (core_api_assembly_out_of_sync || !GDMonoUtils::mono_cache.godot_api_cache_updated) + return false; + return true; } |