160 lines
6.4 KiB
C++
160 lines
6.4 KiB
C++
/**************************************************************************/
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/* csharp_script_resource_format.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "csharp_script_resource_format.h"
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#include "mono_gd/gd_mono_cache.h"
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#include "core/io/file_access.h"
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#ifdef TOOLS_ENABLED
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static bool _create_project_solution_if_needed() {
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CRASH_COND(CSharpLanguage::get_singleton()->get_godotsharp_editor() == nullptr);
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return CSharpLanguage::get_singleton()->get_godotsharp_editor()->call("CreateProjectSolutionIfNeeded");
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}
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#endif
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Ref<Resource> ResourceFormatLoaderCSharpScript::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads, float *r_progress, CacheMode p_cache_mode) {
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if (r_error) {
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*r_error = ERR_FILE_CANT_OPEN;
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}
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// TODO ignore anything inside bin/ and obj/ in tools builds?
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String real_path = p_path;
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if (p_path.begins_with("csharp://")) {
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// This is a virtual path used by generic types, extract the real path.
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real_path = "res://" + p_path.trim_prefix("csharp://");
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real_path = real_path.substr(0, real_path.rfind_char(':'));
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}
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Ref<CSharpScript> scr;
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if (GDMonoCache::godot_api_cache_updated) {
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GDMonoCache::managed_callbacks.ScriptManagerBridge_GetOrCreateScriptBridgeForPath(&p_path, &scr);
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ERR_FAIL_COND_V_MSG(scr.is_null(), Ref<Resource>(), "Could not create C# script '" + real_path + "'.");
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} else {
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scr.instantiate();
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}
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#ifdef DEBUG_ENABLED
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Error err = scr->load_source_code(real_path);
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ERR_FAIL_COND_V_MSG(err != OK, Ref<Resource>(), "Cannot load C# script file '" + real_path + "'.");
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#endif // DEBUG_ENABLED
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// Only one instance of a C# script is allowed to exist.
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ERR_FAIL_COND_V_MSG(!scr->get_path().is_empty() && scr->get_path() != p_original_path, Ref<Resource>(),
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"The C# script path is different from the path it was registered in the C# dictionary.");
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Ref<Resource> existing = ResourceCache::get_ref(p_path);
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switch (p_cache_mode) {
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case ResourceFormatLoader::CACHE_MODE_IGNORE:
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case ResourceFormatLoader::CACHE_MODE_IGNORE_DEEP:
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break;
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case ResourceFormatLoader::CACHE_MODE_REUSE:
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if (existing.is_null()) {
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scr->set_path(p_original_path);
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} else {
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scr = existing;
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}
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break;
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case ResourceFormatLoader::CACHE_MODE_REPLACE:
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case ResourceFormatLoader::CACHE_MODE_REPLACE_DEEP:
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scr->set_path(p_original_path, true);
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break;
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}
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scr->reload();
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if (r_error) {
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*r_error = OK;
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}
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return scr;
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}
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void ResourceFormatLoaderCSharpScript::get_recognized_extensions(List<String> *p_extensions) const {
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p_extensions->push_back("cs");
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}
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bool ResourceFormatLoaderCSharpScript::handles_type(const String &p_type) const {
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return p_type == "Script" || p_type == CSharpLanguage::get_singleton()->get_type();
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}
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String ResourceFormatLoaderCSharpScript::get_resource_type(const String &p_path) const {
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return p_path.has_extension("cs") ? CSharpLanguage::get_singleton()->get_type() : "";
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}
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Error ResourceFormatSaverCSharpScript::save(const Ref<Resource> &p_resource, const String &p_path, uint32_t p_flags) {
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Ref<CSharpScript> sqscr = p_resource;
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ERR_FAIL_COND_V(sqscr.is_null(), ERR_INVALID_PARAMETER);
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String source = sqscr->get_source_code();
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#ifdef TOOLS_ENABLED
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if (!FileAccess::exists(p_path)) {
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// The file does not yet exist, let's assume the user just created this script. In such
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// cases we need to check whether the solution and csproj were already created or not.
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if (!_create_project_solution_if_needed()) {
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ERR_PRINT("C# project could not be created; cannot add file: '" + p_path + "'.");
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}
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}
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#endif
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{
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Error err;
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Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::WRITE, &err);
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ERR_FAIL_COND_V_MSG(err != OK, err, "Cannot save C# script file '" + p_path + "'.");
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file->store_string(source);
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if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) {
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return ERR_CANT_CREATE;
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}
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}
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#ifdef TOOLS_ENABLED
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if (ScriptServer::is_reload_scripts_on_save_enabled()) {
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CSharpLanguage::get_singleton()->reload_tool_script(p_resource, false);
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}
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#endif
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return OK;
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}
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void ResourceFormatSaverCSharpScript::get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const {
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if (Object::cast_to<CSharpScript>(p_resource.ptr())) {
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p_extensions->push_back("cs");
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}
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}
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bool ResourceFormatSaverCSharpScript::recognize(const Ref<Resource> &p_resource) const {
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return Object::cast_to<CSharpScript>(p_resource.ptr()) != nullptr;
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}
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