From 22aad32c69de6ef500ba8327bb9b8a09c071f45e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ignacio=20Rold=C3=A1n=20Etcheverry?= Date: Sun, 2 Jul 2023 03:26:14 +0200 Subject: [PATCH] C#: Fix NodePaths completion error for not calling from main thread The node API we use for code completion changed and no longer allows being called from threads other than the main one. --- .../editor/GodotTools/GodotTools/Ides/MessagingServer.cs | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/modules/mono/editor/GodotTools/GodotTools/Ides/MessagingServer.cs b/modules/mono/editor/GodotTools/GodotTools/Ides/MessagingServer.cs index 62db6e3af5f6..51c7a8aa2261 100644 --- a/modules/mono/editor/GodotTools/GodotTools/Ides/MessagingServer.cs +++ b/modules/mono/editor/GodotTools/GodotTools/Ides/MessagingServer.cs @@ -385,9 +385,12 @@ namespace GodotTools.Ides // However, it doesn't fix resource loading if the rest of the path is also case insensitive. string scriptFileLocalized = FsPathUtils.LocalizePathWithCaseChecked(request.ScriptFile); + // The node API can only be called from the main thread. + await Godot.Engine.GetMainLoop().ToSignal(Godot.Engine.GetMainLoop(), "process_frame"); + var response = new CodeCompletionResponse { Kind = request.Kind, ScriptFile = request.ScriptFile }; - response.Suggestions = await Task.Run(() => - Internal.CodeCompletionRequest(response.Kind, scriptFileLocalized ?? request.ScriptFile)); + response.Suggestions = Internal.CodeCompletionRequest(response.Kind, + scriptFileLocalized ?? request.ScriptFile); return response; } }