/*************************************************************************/ /* gdscript_cache.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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. */ /*************************************************************************/ #ifndef GDSCRIPT_CACHE_H #define GDSCRIPT_CACHE_H #include "core/object/ref_counted.h" #include "core/os/mutex.h" #include "core/templates/hash_map.h" #include "core/templates/hash_set.h" #include "gdscript.h" class GDScriptAnalyzer; class GDScriptParser; class GDScriptParserRef : public RefCounted { public: enum Status { EMPTY, PARSED, INHERITANCE_SOLVED, INTERFACE_SOLVED, FULLY_SOLVED, }; private: GDScriptParser *parser = nullptr; GDScriptAnalyzer *analyzer = nullptr; Status status = EMPTY; Error result = OK; String path; friend class GDScriptCache; public: bool is_valid() const; Status get_status() const; GDScriptParser *get_parser() const; Error raise_status(Status p_new_status); GDScriptParserRef() {} ~GDScriptParserRef(); }; class GDScriptCache { // String key is full path. HashMap<String, GDScriptParserRef *> parser_map; HashMap<String, GDScript *> shallow_gdscript_cache; HashMap<String, GDScript *> full_gdscript_cache; HashMap<String, HashSet<String>> dependencies; friend class GDScript; friend class GDScriptParserRef; static GDScriptCache *singleton; Mutex lock; static void remove_script(const String &p_path); public: static Ref<GDScriptParserRef> get_parser(const String &p_path, GDScriptParserRef::Status status, Error &r_error, const String &p_owner = String()); static String get_source_code(const String &p_path); static Ref<GDScript> get_shallow_script(const String &p_path, const String &p_owner = String()); static Ref<GDScript> get_full_script(const String &p_path, Error &r_error, const String &p_owner = String()); static Error finish_compiling(const String &p_owner); GDScriptCache(); ~GDScriptCache(); }; #endif // GDSCRIPT_CACHE_H