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Ability to reload scripts on running game
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@@ -101,6 +101,12 @@ GDInstance* GDScript::_create_instance(const Variant** p_args,int p_argcount,Obj
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instance->members.resize(member_indices.size());
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instance->script=Ref<GDScript>(this);
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instance->owner=p_owner;
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#ifdef DEBUG_ENABLED
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//needed for hot reloading
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for(Map<StringName,MemberInfo>::Element *E=member_indices.front();E;E=E->next()) {
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instance->member_indices_cache[E->key()]=E->get().index;
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}
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#endif
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instance->owner->set_script_instance(instance);
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/* STEP 2, INITIALIZE AND CONSRTUCT */
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@@ -500,10 +506,10 @@ void GDScript::_set_subclass_path(Ref<GDScript>& p_sc,const String& p_path) {
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}
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}
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Error GDScript::reload() {
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Error GDScript::reload(bool p_keep_state) {
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ERR_FAIL_COND_V(instances.size(),ERR_ALREADY_IN_USE);
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ERR_FAIL_COND_V(!p_keep_state && instances.size(),ERR_ALREADY_IN_USE);
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String basedir=path;
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@@ -531,7 +537,7 @@ Error GDScript::reload() {
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bool can_run = ScriptServer::is_scripting_enabled() || parser.is_tool_script();
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GDCompiler compiler;
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err = compiler.compile(&parser,this);
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err = compiler.compile(&parser,this,p_keep_state);
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if (err) {
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@@ -837,7 +843,7 @@ void GDScript::get_script_signal_list(List<MethodInfo> *r_signals) const {
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}
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GDScript::GDScript() {
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GDScript::GDScript() : script_list(this) {
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_static_ref=this;
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@@ -851,12 +857,33 @@ GDScript::GDScript() {
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source_changed_cache=false;
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#endif
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#ifdef DEBUG_ENABLED
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if (GDScriptLanguage::get_singleton()->lock) {
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GDScriptLanguage::get_singleton()->lock->lock();
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}
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GDScriptLanguage::get_singleton()->script_list.add(&script_list);
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if (GDScriptLanguage::get_singleton()->lock) {
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GDScriptLanguage::get_singleton()->lock->unlock();
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}
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#endif
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}
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GDScript::~GDScript() {
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for (Map<StringName,GDFunction*>::Element *E=member_functions.front();E;E=E->next()) {
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memdelete( E->get() );
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}
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#ifdef DEBUG_ENABLED
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if (GDScriptLanguage::get_singleton()->lock) {
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GDScriptLanguage::get_singleton()->lock->lock();
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}
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GDScriptLanguage::get_singleton()->script_list.remove(&script_list);
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if (GDScriptLanguage::get_singleton()->lock) {
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GDScriptLanguage::get_singleton()->lock->unlock();
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}
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#endif
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}
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@@ -1218,6 +1245,37 @@ ScriptLanguage *GDInstance::get_language() {
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return GDScriptLanguage::get_singleton();
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}
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void GDInstance::reload_members() {
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#ifdef DEBUG_ENABLED
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members.resize(script->member_indices.size()); //resize
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Vector<Variant> new_members;
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new_members.resize(script->member_indices.size());
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//pass the values to the new indices
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for(Map<StringName,GDScript::MemberInfo>::Element *E=script->member_indices.front();E;E=E->next()) {
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if (member_indices_cache.has(E->key())) {
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Variant value = members[member_indices_cache[E->key()]];
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new_members[E->get().index]=value;
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}
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}
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//apply
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members=new_members;
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//pass the values to the new indices
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member_indices_cache.clear();
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for(Map<StringName,GDScript::MemberInfo>::Element *E=script->member_indices.front();E;E=E->next()) {
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member_indices_cache[E->key()]=E->get().index;
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}
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#endif
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}
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GDInstance::GDInstance() {
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owner=NULL;
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@@ -1441,6 +1499,65 @@ int GDScriptLanguage::profiling_get_frame_data(ProfilingInfo *p_info_arr,int p_i
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}
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struct GDScriptDepSort {
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//must support sorting so inheritance works properly (parent must be reloaded first)
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bool operator()(const Ref<GDScript> &A, const Ref<GDScript>& B) const {
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if (A==B)
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return false; //shouldn't happen but..
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const GDScript *I=B->get_base().ptr();
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while(I) {
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if (I==A.ptr()) {
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// A is a base of B
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return true;
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}
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I=I->get_base().ptr();
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}
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return false; //not a base
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}
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};
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void GDScriptLanguage::reload_all_scripts() {
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#ifdef DEBUG_ENABLED
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print_line("RELOAD ALL SCRIPTS");
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if (lock) {
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lock->lock();
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}
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List<Ref<GDScript> > scripts;
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SelfList<GDScript> *elem=script_list.first();
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while(elem) {
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if (elem->self()->get_path().is_resource_file()) {
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print_line("FOUND: "+elem->self()->get_path());
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scripts.push_back(Ref<GDScript>(elem->self())); //cast to gdscript to avoid being erased by accident
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}
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elem=elem->next();
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}
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if (lock) {
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lock->unlock();
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}
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//as scripts are going to be reloaded, must proceed without locking here
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scripts.sort_custom<GDScriptDepSort>(); //update in inheritance dependency order
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for(List<Ref<GDScript> >::Element *E=scripts.front();E;E=E->next()) {
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print_line("RELOADING: "+E->get()->get_path());
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E->get()->load_source_code(E->get()->get_path());
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E->get()->reload(true);
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}
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#endif
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}
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void GDScriptLanguage::frame() {
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// print_line("calls: "+itos(calls));
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