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160 lines (132 loc) · 6.38 KB
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/**************************************************************************/
/* csharp_script_resource_format.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "csharp_script_resource_format.h"
#include "mono_gd/gd_mono_cache.h"
#include "core/io/file_access.h"
#ifdef TOOLS_ENABLED
static bool _create_project_solution_if_needed() {
CRASH_COND(CSharpLanguage::get_singleton()->get_godotsharp_editor() == nullptr);
return CSharpLanguage::get_singleton()->get_godotsharp_editor()->call("CreateProjectSolutionIfNeeded");
}
#endif
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) {
if (r_error) {
*r_error = ERR_FILE_CANT_OPEN;
}
// TODO ignore anything inside bin/ and obj/ in tools builds?
String real_path = p_path;
if (p_path.begins_with("csharp://")) {
// This is a virtual path used by generic types, extract the real path.
real_path = "res://" + p_path.trim_prefix("csharp://");
real_path = real_path.substr(0, real_path.rfind_char(':'));
}
Ref<CSharpScript> scr;
if (GDMonoCache::godot_api_cache_updated) {
GDMonoCache::managed_callbacks.ScriptManagerBridge_GetOrCreateScriptBridgeForPath(&p_path, &scr);
ERR_FAIL_COND_V_MSG(scr.is_null(), Ref<Resource>(), "Could not create C# script '" + real_path + "'.");
} else {
scr.instantiate();
}
#ifdef DEBUG_ENABLED
Error err = scr->load_source_code(real_path);
ERR_FAIL_COND_V_MSG(err != OK, Ref<Resource>(), "Cannot load C# script file '" + real_path + "'.");
#endif // DEBUG_ENABLED
// Only one instance of a C# script is allowed to exist.
ERR_FAIL_COND_V_MSG(!scr->get_path().is_empty() && scr->get_path() != p_original_path, Ref<Resource>(),
"The C# script path is different from the path it was registered in the C# dictionary.");
Ref<Resource> existing = ResourceCache::get_ref(p_path);
switch (p_cache_mode) {
case ResourceFormatLoader::CACHE_MODE_IGNORE:
case ResourceFormatLoader::CACHE_MODE_IGNORE_DEEP:
break;
case ResourceFormatLoader::CACHE_MODE_REUSE:
if (existing.is_null()) {
scr->set_path(p_original_path);
} else {
scr = existing;
}
break;
case ResourceFormatLoader::CACHE_MODE_REPLACE:
case ResourceFormatLoader::CACHE_MODE_REPLACE_DEEP:
scr->set_path(p_original_path, true);
break;
}
scr->reload();
if (r_error) {
*r_error = OK;
}
return scr;
}
void ResourceFormatLoaderCSharpScript::get_recognized_extensions(List<String> *p_extensions) const {
p_extensions->push_back("cs");
}
bool ResourceFormatLoaderCSharpScript::handles_type(const String &p_type) const {
return p_type == "Script" || p_type == CSharpLanguage::get_singleton()->get_type();
}
String ResourceFormatLoaderCSharpScript::get_resource_type(const String &p_path) const {
return p_path.has_extension("cs") ? CSharpLanguage::get_singleton()->get_type() : "";
}
Error ResourceFormatSaverCSharpScript::save(const Ref<Resource> &p_resource, const String &p_path, uint32_t p_flags) {
Ref<CSharpScript> sqscr = p_resource;
ERR_FAIL_COND_V(sqscr.is_null(), ERR_INVALID_PARAMETER);
String source = sqscr->get_source_code();
#ifdef TOOLS_ENABLED
if (!FileAccess::exists(p_path)) {
// The file does not yet exist, let's assume the user just created this script. In such
// cases we need to check whether the solution and csproj were already created or not.
if (!_create_project_solution_if_needed()) {
ERR_PRINT("C# project could not be created; cannot add file: '" + p_path + "'.");
}
}
#endif
{
Error err;
Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::WRITE, &err);
ERR_FAIL_COND_V_MSG(err != OK, err, "Cannot save C# script file '" + p_path + "'.");
file->store_string(source);
if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) {
return ERR_CANT_CREATE;
}
}
#ifdef TOOLS_ENABLED
if (ScriptServer::is_reload_scripts_on_save_enabled()) {
CSharpLanguage::get_singleton()->reload_tool_script(p_resource);
}
#endif
return OK;
}
void ResourceFormatSaverCSharpScript::get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const {
if (Object::cast_to<CSharpScript>(p_resource.ptr())) {
p_extensions->push_back("cs");
}
}
bool ResourceFormatSaverCSharpScript::recognize(const Ref<Resource> &p_resource) const {
return Object::cast_to<CSharpScript>(p_resource.ptr()) != nullptr;
}