Prevent crashing on startup if project has scripted theme types

Also avoid order of operation conflicts by moving C# binding generation hook to main.cpp
This commit is contained in:
Yuri Sizov 2023-03-07 19:10:54 +01:00
parent 8b1568af70
commit 8402927d3f
2 changed files with 16 additions and 9 deletions

View file

@ -108,6 +108,10 @@
#include "modules/modules_enabled.gen.h" // For mono.
#if defined(MODULE_MONO_ENABLED) && defined(TOOLS_ENABLED)
#include "modules/mono/editor/bindings_generator.h"
#endif
/* Static members */
// Singletons
@ -312,7 +316,6 @@ void finalize_navigation_server() {
void initialize_theme_db() {
theme_db = memnew(ThemeDB);
theme_db->initialize_theme();
}
void finalize_theme_db() {
@ -532,6 +535,7 @@ Error Main::test_setup() {
// Theme needs modules to be initialized so that sub-resources can be loaded.
initialize_theme_db();
theme_db->initialize_theme();
register_scene_singletons();
ERR_FAIL_COND_V(TextServerManager::get_singleton()->get_interface_count() == 0, ERR_CANT_CREATE);
@ -2314,6 +2318,7 @@ Error Main::setup2(Thread::ID p_main_tid_override) {
register_platform_apis();
// Theme needs modules to be initialized so that sub-resources can be loaded.
// Default theme is initialized later, after ScriptServer is ready.
initialize_theme_db();
register_scene_singletons();
@ -2341,8 +2346,18 @@ Error Main::setup2(Thread::ID p_main_tid_override) {
// This loads global classes, so it must happen before custom loaders and savers are registered
ScriptServer::init_languages();
theme_db->initialize_theme();
audio_server->load_default_bus_layout();
#if defined(MODULE_MONO_ENABLED) && defined(TOOLS_ENABLED)
// Hacky to have it here, but we don't have good facility yet to let modules
// register command line options to call at the right time. This needs to happen
// after init'ing the ScriptServer, but also after init'ing the ThemeDB,
// for the C# docs generation in the bindings.
List<String> cmdline_args = OS::get_singleton()->get_cmdline_args();
BindingsGenerator::handle_cmdline_args(cmdline_args);
#endif
if (use_debug_profiler && EngineDebugger::is_active()) {
// Start the "scripts" profiler, used in local debugging.
// We could add more, and make the CLI arg require a comma-separated list of profilers.

View file

@ -42,7 +42,6 @@
#ifdef TOOLS_ENABLED
#include "core/os/keyboard.h"
#include "editor/bindings_generator.h"
#include "editor/editor_internal_calls.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
@ -103,13 +102,6 @@ void CSharpLanguage::init() {
}
#endif
#if defined(TOOLS_ENABLED) && defined(DEBUG_METHODS_ENABLED)
// Generate the bindings here, before loading assemblies. The Godot assemblies
// may be missing if the glue wasn't generated yet in order to build them.
List<String> cmdline_args = OS::get_singleton()->get_cmdline_args();
BindingsGenerator::handle_cmdline_args(cmdline_args);
#endif
GLOBAL_DEF("dotnet/project/assembly_name", "");
#ifdef TOOLS_ENABLED
GLOBAL_DEF("dotnet/project/solution_directory", "");