diff options
Diffstat (limited to 'modules/gdnative/nativescript/nativescript.cpp')
-rw-r--r-- | modules/gdnative/nativescript/nativescript.cpp | 91 |
1 files changed, 56 insertions, 35 deletions
diff --git a/modules/gdnative/nativescript/nativescript.cpp b/modules/gdnative/nativescript/nativescript.cpp index bcaf3f346e..5cf144d4fe 100644 --- a/modules/gdnative/nativescript/nativescript.cpp +++ b/modules/gdnative/nativescript/nativescript.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -39,7 +39,7 @@ #include "core/project_settings.h" #include "scene/main/scene_tree.h" -#include "scene/resources/scene_format_text.h" +#include "scene/resources/resource_format_text.h" #include <stdlib.h> @@ -160,8 +160,10 @@ bool NativeScript::can_instance() const { NativeScriptDesc *script_data = get_script_desc(); #ifdef TOOLS_ENABLED - - return script_data || (!is_tool() && !ScriptServer::is_scripting_enabled()); + // Only valid if this is either a tool script or a "regular" script. + // (so an environment whre scripting is disabled (and not the editor) would not + // create objects). + return script_data && (is_tool() || ScriptServer::is_scripting_enabled()); #else return script_data; #endif @@ -199,25 +201,6 @@ ScriptInstance *NativeScript::instance_create(Object *p_this) { return NULL; } -#ifdef TOOLS_ENABLED - if (!ScriptServer::is_scripting_enabled() && !is_tool()) { - // placeholder for nodes. For tools we want the rool thing. - - PlaceHolderScriptInstance *sins = memnew(PlaceHolderScriptInstance(NSL, Ref<Script>(this), p_this)); - placeholders.insert(sins); - - if (script_data->create_func.create_func) { - script_data->create_func.create_func( - (godot_object *)p_this, - script_data->create_func.method_data); - } - - _update_placeholder(sins); - - return sins; - } -#endif - NativeScriptInstance *nsi = memnew(NativeScriptInstance); nsi->owner = p_this; @@ -246,6 +229,19 @@ ScriptInstance *NativeScript::instance_create(Object *p_this) { return nsi; } +PlaceHolderScriptInstance *NativeScript::placeholder_instance_create(Object *p_this) { +#ifdef TOOLS_ENABLED + PlaceHolderScriptInstance *sins = memnew(PlaceHolderScriptInstance(NSL, Ref<Script>(this), p_this)); + placeholders.insert(sins); + + _update_placeholder(sins); + + return sins; +#else + return NULL; +#endif +} + bool NativeScript::instance_has(const Object *p_this) const { return instance_owners.has((Object *)p_this); } @@ -1036,8 +1032,16 @@ NativeScriptLanguage::~NativeScriptLanguage() { for (Map<String, Ref<GDNative> >::Element *L = NSL->library_gdnatives.front(); L; L = L->next()) { - if (L->get().is_valid()) - L->get()->terminate(); + Ref<GDNative> lib = L->get(); + // only shut down valid libs, duh! + if (lib.is_valid()) { + + // If it's a singleton-library then the gdnative module + // manages the destruction at engine shutdown, not NativeScript. + if (!lib->get_library()->is_singleton()) { + lib->terminate(); + } + } } NSL->library_classes.clear(); @@ -1599,18 +1603,20 @@ bool NativeScriptLanguage::handles_global_class_type(const String &p_type) const } String NativeScriptLanguage::get_global_class_name(const String &p_path, String *r_base_type, String *r_icon_path) const { - Ref<NativeScript> script = ResourceLoader::load(p_path, "NativeScript"); - if (script.is_valid()) { + if (!p_path.empty()) { + Ref<NativeScript> script = ResourceLoader::load(p_path, "NativeScript"); + if (script.is_valid()) { + if (r_base_type) + *r_base_type = script->get_instance_base_type(); + if (r_icon_path) + *r_icon_path = script->get_script_class_icon_path(); + return script->get_script_class_name(); + } if (r_base_type) - *r_base_type = script->get_instance_base_type(); + *r_base_type = String(); if (r_icon_path) - *r_icon_path = script->get_script_class_icon_path(); - return script->get_script_class_name(); + *r_icon_path = String(); } - if (r_base_type) - *r_base_type = String(); - if (r_icon_path) - *r_icon_path = String(); return String(); } @@ -1639,10 +1645,19 @@ void NativeReloadNode::_notification(int p_what) { continue; } + // Don't unload what should not be reloaded! if (!gdn->get_library()->is_reloadable()) { continue; } + // singleton libraries might have alive pointers living inside the + // editor. Also reloading a singleton library would mean that + // the singleton entry will not be called again, as this only + // happens at engine startup. + if (gdn->get_library()->is_singleton()) { + continue; + } + gdn->terminate(); } @@ -1670,6 +1685,12 @@ void NativeReloadNode::_notification(int p_what) { continue; } + // since singleton libraries are not unloaded there is no point + // in loading them again. + if (gdn->get_library()->is_singleton()) { + continue; + } + if (!gdn->initialize()) { libs_to_remove.insert(L->key()); continue; |