Commit Graph

71 Commits

Author SHA1 Message Date
Thaddeus Crews 2584f75537 Merge pull request #96499 from beev1s/shallow-script-cache-error
Fix resource loader not resolving shallow loaded scripts through dependencies
2024-10-25 13:04:09 -05:00
Danil Alexeev 6286f9d21d GDScript: Fix GDScriptCache::get_full_script() uses non-remapped path 2024-10-03 17:14:44 +03:00
Moritz Burgdorff fd5fc9f3ee Fixed resource loader using not fully loaded scripts 2024-09-14 17:21:32 +02:00
Pedro J. Estébanez f4d76853b9 WorkerThreadPool (plus friends): Overhaul unlock allowance zones
This fixes a rare but possible deadlock, maybe due to undefined behavior. The new implementation is safer, at the cost of some added boilerplate.
2024-08-21 12:22:52 +02:00
Hilderin d199f1f0d5 Fix resolve class inheritance after file rename 2024-08-10 19:21:24 -04:00
rune-scape e680369d5b GDScript: Fix too many calls to 'remove_parser'
+fix excessive memory allocations when 'load'ing many dependant scripts
+fix excessive calls to vformat
2024-08-03 20:52:44 -07:00
rune-scape 86b23d0420 GDScriptCache: Clear abandoned parser refs 2024-07-23 12:54:45 -07:00
Rémi Verschelde 1ebd12ac5f Merge pull request #92616 from rune-scape/rune-invalidate-parser-chain
GDScript: Invalidate cached parser chain when reloading
2024-07-02 17:27:25 +02:00
Rémi Verschelde 6f8b90e412 Merge pull request #93032 from RandomShaper/wtp_antilock
GDScript: Avoid deadlock possibility in multi-threaded load
2024-06-28 14:42:48 +02:00
Pedro J. Estébanez d334632908 GDScript: Avoid deadlock possibility in multi-threaded load 2024-06-19 14:01:54 +02:00
rune-scape 7f7114c008 GDScript: partially allow some functions on invalid scripts
+ always default initialize static variables
+ dont invalidate script when dependant scripts don't compile/resolve
2024-06-02 02:08:26 -07:00
rune-scape ffc0d0981b GDScript: Invalidate cached parser chain when reloading 2024-05-31 18:49:48 -07:00
rune-scape 6b88c86cec GDScript: invalidate GDScriptParserRef when reloading 2024-04-18 14:05:58 -07:00
Rémi Verschelde ee5ace10b7 Merge pull request #85501 from /remove-packed-scene-cache 2024-02-25 11:49:27 +01:00
George Marques b4d0a09f15 GDScript: Reintroduce binary tokenization on export
This adds back a function available in 3.x: exporting the GDScript
files in a binary form by converting the tokens recognized by the
tokenizer into a data format.

It is enabled by default on export but can be manually disabled. The
format helps with loading times since, the tokens are easily
reconstructed, and with hiding the source code, since recovering it
would require a specialized tool. Code comments are not stored in this
format.

The `--test` command can also include a `--use-binary-tokens` flag
which will run the GDScript tests with the binary format instead of the
regular source code by converting them in-memory before the test runs.
2024-02-08 11:20:05 -03:00
Jordyfel ef5dcccde7 Stop caching packed scenes in GDScript cache 2023-11-29 12:52:55 +02:00
Rémi Verschelde a9c864dc35 Merge pull request #83039 from KoBeWi/it's_always_the_cache
Fix GDScript cache assigning UID as scene path
2023-11-10 10:44:33 +01:00
Matthew Borkowski 2d262c072b Fix GDScriptCache::get_full_script eating parsing errors because of early exit
Fixes #75545.
2023-10-18 18:21:59 -04:00
kobewi 6849cf48d1 Fix GDScript cache assigning UID as scene path 2023-10-09 13:57:31 +02:00
A Thousand Ships 517e9f8aef [Modules] Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable 2023-09-26 16:44:52 +02:00
ocean (they/them) 955049670f GDScript: Add static analysis error reporting in GDScriptCache::get_full_script() 2023-07-07 11:16:22 -04:00
Rémi Verschelde 5f9175f969 Merge pull request #76954 from Rindbee/return-null-on-fail-load-script
Returns null and does not cache when the source code of the script fails to load
2023-06-19 21:17:47 +02:00
Rindbee cbce374f68 Returns null and does not cache when the source code of the script fails to load
This usually means that an `ERR_FILE*` error occurred.

Previously, using `GDScriptCache::get_full_script()` would ignore errors during loading.
Now, all errors are not ignored.

Judging in which period the error occurred, it can be judged based on the return value:
1. null + err : Error during script loading (load_source_code()).
2. script + err: Error during script parsing.
2023-06-15 21:06:10 +08:00
Rémi Verschelde 25b2f1780a Style: Harmonize header includes in modules
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:

Includes from the platform port or module ("local" includes) should be listed
first in their own block using relative paths, before Godot's "core" includes
which use "absolute" (project folder relative) paths, and finally thirdparty
includes.

Includes in `#ifdef`s come after their relevant section, i.e. the overall
structure is:

- Local includes
  * Conditional local includes
- Core includes
  * Conditional core includes
- Thirdparty includes
  * Conditional thirdparty includes
2023-06-15 14:35:45 +02:00
George Marques 0ba6048ad3 Add support for static variables in GDScript
Which allows editable data associated with a particular class instead of
the instance. Scripts with static variables are kept in memory
indefinitely unless the `@static_unload` annotation is used or the
`static_unload()` method is called on the GDScript.

If the custom function `_static_init()` exists it will be called when
the class is loaded, after the static variables are set.
2023-04-27 09:51:44 -03:00