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-rw-r--r--modules/mono/csharp_script.cpp56
-rw-r--r--modules/mono/csharp_script.h6
-rw-r--r--modules/mono/mono_gd/gd_mono.cpp3
3 files changed, 49 insertions, 16 deletions
diff --git a/modules/mono/csharp_script.cpp b/modules/mono/csharp_script.cpp
index 6e3bdf8e41..958d72adb1 100644
--- a/modules/mono/csharp_script.cpp
+++ b/modules/mono/csharp_script.cpp
@@ -2419,15 +2419,22 @@ bool CSharpScript::_update_exports() {
StringName member_name = field->get_name();
member_info[member_name] = prop_info;
+
+ if (exported) {
#ifdef TOOLS_ENABLED
- if (is_editor && exported) {
- exported_members_cache.push_front(prop_info);
+ if (is_editor) {
+ exported_members_cache.push_front(prop_info);
- if (tmp_object) {
- exported_members_defval_cache[member_name] = GDMonoMarshal::mono_object_to_variant(field->get_value(tmp_object));
+ if (tmp_object) {
+ exported_members_defval_cache[member_name] = GDMonoMarshal::mono_object_to_variant(field->get_value(tmp_object));
+ }
}
- }
#endif
+
+#if defined(TOOLS_ENABLED) || defined(DEBUG_ENABLED)
+ exported_members_names.insert(member_name);
+#endif
+ }
}
}
@@ -2440,21 +2447,28 @@ bool CSharpScript::_update_exports() {
StringName member_name = property->get_name();
member_info[member_name] = prop_info;
+
+ if (exported) {
#ifdef TOOLS_ENABLED
- if (is_editor && exported) {
- exported_members_cache.push_front(prop_info);
- if (tmp_object) {
- MonoException *exc = nullptr;
- MonoObject *ret = property->get_value(tmp_object, &exc);
- if (exc) {
- exported_members_defval_cache[member_name] = Variant();
- GDMonoUtils::debug_print_unhandled_exception(exc);
- } else {
- exported_members_defval_cache[member_name] = GDMonoMarshal::mono_object_to_variant(ret);
+ if (is_editor) {
+ exported_members_cache.push_front(prop_info);
+ if (tmp_object) {
+ MonoException *exc = nullptr;
+ MonoObject *ret = property->get_value(tmp_object, &exc);
+ if (exc) {
+ exported_members_defval_cache[member_name] = Variant();
+ GDMonoUtils::debug_print_unhandled_exception(exc);
+ } else {
+ exported_members_defval_cache[member_name] = GDMonoMarshal::mono_object_to_variant(ret);
+ }
}
}
- }
#endif
+
+#if defined(TOOLS_ENABLED) || defined(DEBUG_ENABLED)
+ exported_members_names.insert(member_name);
+#endif
+ }
}
}
@@ -3591,6 +3605,16 @@ CSharpScript::~CSharpScript() {
#endif
}
+void CSharpScript::get_members(Set<StringName> *p_members) {
+#if defined(TOOLS_ENABLED) || defined(DEBUG_ENABLED)
+ if (p_members) {
+ for (Set<StringName>::Element *E = exported_members_names.front(); E; E = E->next()) {
+ p_members->insert(E->get());
+ }
+ }
+#endif
+}
+
/*************** RESOURCE ***************/
RES ResourceFormatLoaderCSharpScript::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads, float *r_progress, bool p_no_cache) {
diff --git a/modules/mono/csharp_script.h b/modules/mono/csharp_script.h
index 52b0783a6e..0bf08ceafd 100644
--- a/modules/mono/csharp_script.h
+++ b/modules/mono/csharp_script.h
@@ -138,6 +138,10 @@ private:
virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder);
#endif
+#if defined(TOOLS_ENABLED) || defined(DEBUG_ENABLED)
+ Set<StringName> exported_members_names;
+#endif
+
Map<StringName, PropertyInfo> member_info;
void _clear();
@@ -191,6 +195,8 @@ public:
virtual void get_script_property_list(List<PropertyInfo> *p_list) const;
virtual void update_exports();
+ void get_members(Set<StringName> *p_members) override;
+
virtual bool is_tool() const { return tool; }
virtual bool is_valid() const { return valid; }
diff --git a/modules/mono/mono_gd/gd_mono.cpp b/modules/mono/mono_gd/gd_mono.cpp
index 080f366692..5f518d0613 100644
--- a/modules/mono/mono_gd/gd_mono.cpp
+++ b/modules/mono/mono_gd/gd_mono.cpp
@@ -424,6 +424,9 @@ void GDMono::initialize_load_assemblies() {
CRASH_COND_MSG(!tool_assemblies_loaded, "Mono: Failed to load '" TOOLS_ASM_NAME "' assemblies.");
#endif
+ if (Main::is_project_manager())
+ return;
+
// Load the project's main assembly. This doesn't necessarily need to succeed.
// The game may not be using .NET at all, or if the project does use .NET and
// we're running in the editor, it may just happen to be it wasn't built yet.