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Add GDScript cache singleton
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97
modules/gdscript/gdscript_cache.h
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97
modules/gdscript/gdscript_cache.h
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/*************************************************************************/
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/* gdscript_cache.h */
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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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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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#ifndef GDSCRIPT_CACHE_H
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#define GDSCRIPT_CACHE_H
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#include "core/hash_map.h"
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#include "core/os/mutex.h"
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#include "core/reference.h"
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#include "core/set.h"
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#include "gdscript.h"
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class GDScriptAnalyzer;
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class GDScriptParser;
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class GDScriptParserRef : public Reference {
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public:
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enum Status {
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EMPTY,
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PARSED,
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INHERITANCE_SOLVED,
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INTERFACE_SOLVED,
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FULLY_SOLVED,
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};
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private:
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GDScriptParser *parser = nullptr;
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GDScriptAnalyzer *analyzer = nullptr;
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Status status = EMPTY;
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String path;
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friend class GDScriptCache;
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public:
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bool is_valid() const;
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Status get_status() const;
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GDScriptParser *get_parser() const;
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Error raise_status(Status p_new_status);
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GDScriptParserRef() {}
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~GDScriptParserRef();
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};
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class GDScriptCache {
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// String key is full path.
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HashMap<String, Ref<GDScriptParserRef>> parser_map;
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HashMap<String, Ref<GDScript>> shallow_gdscript_cache;
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HashMap<String, Ref<GDScript>> full_gdscript_cache;
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HashMap<String, Set<String>> dependencies;
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friend class GDScript;
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friend class GDScriptParserRef;
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static GDScriptCache *singleton;
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Mutex lock;
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static void remove_script(const String &p_path);
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public:
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static Ref<GDScriptParserRef> get_parser(const String &p_path, GDScriptParserRef::Status status, Error &r_error);
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static String get_source_code(const String &p_path);
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static Ref<GDScript> get_shallow_script(const String &p_path, const String &p_owner = String());
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static Ref<GDScript> get_full_script(const String &p_path, Error &r_error, const String &p_owner = String());
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static Error finish_compiling(const String &p_owner);
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GDScriptCache();
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~GDScriptCache();
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};
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#endif // GDSCRIPT_CACHE_H
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