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Add logic to unregister the Godot plugins on engine termination
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@@ -112,19 +112,18 @@ public abstract class GodotPlugin {
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/**
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* Register the plugin with Godot native code.
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* <p>
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* This method is invoked by the Godot Engine on the render thread.
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* This method is invoked on the render thread to register the plugin on engine startup.
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*/
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public final void onRegisterPluginWithGodotNative() {
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registeredSignals.putAll(
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registerPluginWithGodotNative(this, getPluginName(), getPluginMethods(), getPluginSignals()));
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}
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final String pluginName = getPluginName();
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if (!nativeRegisterSingleton(pluginName, this)) {
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return;
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}
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private static Map<String, SignalInfo> registerPluginWithGodotNative(Object pluginObject,
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String pluginName, List<String> pluginMethods, Set<SignalInfo> pluginSignals) {
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nativeRegisterSingleton(pluginName, pluginObject);
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List<String> pluginMethods = getPluginMethods();
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Set<Method> filteredMethods = new HashSet<>();
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Class<?> clazz = pluginObject.getClass();
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Class<?> clazz = getClass();
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Method[] methods = clazz.getDeclaredMethods();
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for (Method method : methods) {
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@@ -156,15 +155,14 @@ public abstract class GodotPlugin {
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nativeRegisterMethod(pluginName, method.getName(), method.getReturnType().getName(), pt);
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}
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Set<SignalInfo> pluginSignals = getPluginSignals();
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// Register the signals for this plugin.
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Map<String, SignalInfo> registeredSignals = new HashMap<>();
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for (SignalInfo signalInfo : pluginSignals) {
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String signalName = signalInfo.getName();
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nativeRegisterSignal(pluginName, signalName, signalInfo.getParamTypesNames());
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registeredSignals.put(signalName, signalInfo);
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}
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return registeredSignals;
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}
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/**
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@@ -408,7 +406,7 @@ public abstract class GodotPlugin {
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* Used to setup a {@link GodotPlugin} instance.
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* @param p_name Name of the instance.
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*/
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private static native void nativeRegisterSingleton(String p_name, Object object);
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private static native boolean nativeRegisterSingleton(String p_name, Object object);
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/**
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* Used to complete registration of the {@link GodotPlugin} instance's methods.
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