C#: Create script instance of reloaded scripts even if they're not tools

Scripts that are instantiated at some point will always be recreated
if they ever become placeholders to prevent non-tool scripts
instantiated manually by users to become placeholders, if they
do become placeholders due to errors that prevent instantiation
(such as a missing parameterless constructor) these scripts
will also be recreated replacing the temporary placeholder.

If a script is marked as a tool but becomes a non-tool script
in a rebuild, the script will become a placeholder and will
no longer be considered applicable to be replaced by an instance
since the user explicitly removed the Tool attribute.
This commit is contained in:
Raul Santos 2022-09-02 22:31:56 +02:00
parent 33b4153764
commit a91a3d01f8
No known key found for this signature in database
GPG key ID: B532473AE3A803E4
3 changed files with 44 additions and 6 deletions

View file

@ -784,6 +784,13 @@ void CSharpLanguage::reload_assemblies(bool p_soft_reload) {
for (Object *obj : script->instances) {
script->pending_reload_instances.insert(obj->get_instance_id());
// Since this script instance wasn't a placeholder, add it to the list of placeholders
// that will have to be eventually replaced with a script instance in case it turns into one.
// This list is not cleared after the reload and the collected instances only leave
// the list if the script is instantiated or if it was a tool script but becomes a
// non-tool script in a rebuild.
script->pending_replace_placeholders.insert(obj->get_instance_id());
RefCounted *rc = Object::cast_to<RefCounted>(obj);
if (rc) {
rc_instances.push_back(Ref<RefCounted>(rc));
@ -836,6 +843,7 @@ void CSharpLanguage::reload_assemblies(bool p_soft_reload) {
obj->set_script(Ref<RefCounted>()); // Remove script and existing script instances (placeholder are not removed before domain reload)
}
script->was_tool_before_reload = script->tool;
script->_clear();
}
@ -924,24 +932,34 @@ void CSharpLanguage::reload_assemblies(bool p_soft_reload) {
ScriptInstance *si = obj->get_script_instance();
// Check if the script must be instantiated or kept as a placeholder
// when the script may not be a tool (see #65266)
bool replace_placeholder = script->pending_replace_placeholders.has(obj->get_instance_id());
if (!script->is_tool() && script->was_tool_before_reload) {
// The script was a tool before the rebuild so the removal was intentional.
replace_placeholder = false;
script->pending_replace_placeholders.erase(obj->get_instance_id());
}
#ifdef TOOLS_ENABLED
if (si) {
// If the script instance is not null, then it must be a placeholder.
// Non-placeholder script instances are removed in godot_icall_Object_Disposed.
CRASH_COND(!si->is_placeholder());
if (script->is_tool() || ScriptServer::is_scripting_enabled()) {
// Replace placeholder with a script instance
if (replace_placeholder || script->is_tool() || ScriptServer::is_scripting_enabled()) {
// Replace placeholder with a script instance.
CSharpScript::StateBackup &state_backup = script->pending_reload_state[obj_id];
// Backup placeholder script instance state before replacing it with a script instance
// Backup placeholder script instance state before replacing it with a script instance.
si->get_property_state(state_backup.properties);
ScriptInstance *script_instance = script->instance_create(obj);
if (script_instance) {
script->placeholders.erase(static_cast<PlaceHolderScriptInstance *>(si));
script->pending_replace_placeholders.erase(obj->get_instance_id());
obj->set_script_instance(script_instance);
}
}
@ -951,8 +969,24 @@ void CSharpLanguage::reload_assemblies(bool p_soft_reload) {
#else
CRASH_COND(si != nullptr);
#endif
// Re-create script instance
obj->set_script(script); // will create the script instance as well
// Re-create the script instance.
if (replace_placeholder || script->is_tool() || ScriptServer::is_scripting_enabled()) {
// Create script instance or replace placeholder with a script instance.
ScriptInstance *script_instance = script->instance_create(obj);
if (script_instance) {
script->pending_replace_placeholders.erase(obj->get_instance_id());
obj->set_script_instance(script_instance);
continue;
}
}
// The script instance could not be instantiated or wasn't in the list of placeholders to replace.
obj->set_script(script);
#if DEBUG_ENABLED
// If we reached here, the instantiated script must be a placeholder.
CRASH_COND(!obj->get_script_instance()->is_placeholder());
#endif
}
}

View file

@ -90,6 +90,9 @@ class CSharpScript : public Script {
HashSet<ObjectID> pending_reload_instances;
RBMap<ObjectID, StateBackup> pending_reload_state;
bool was_tool_before_reload = false;
HashSet<ObjectID> pending_replace_placeholders;
#endif
String source;

View file

@ -130,7 +130,6 @@ namespace Godot.Bridge
{
// Performance is not critical here as this will be replaced with source generators.
Type scriptType = _scriptTypeBiMap.GetScriptType(scriptPtr);
var obj = (Object)FormatterServices.GetUninitializedObject(scriptType);
var ctor = scriptType
.GetConstructors(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance)
@ -151,6 +150,8 @@ namespace Godot.Bridge
}
}
var obj = (Object)FormatterServices.GetUninitializedObject(scriptType);
var parameters = ctor.GetParameters();
int paramCount = parameters.Length;