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author | Ignacio Etcheverry <neikeq@users.noreply.github.com> | 2019-01-21 23:07:34 +0100 |
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committer | GitHub <noreply@github.com> | 2019-01-21 23:07:34 +0100 |
commit | 0b0dba38c766a06f169fb492cc6f8c7c3e444de5 (patch) | |
tree | 66fc706b7e5a11936594c9415010f74e4164f1fd /modules/mono/csharp_script.cpp | |
parent | 3548b6b6b2e2afbe1efa34e298a07664fdee2289 (diff) | |
parent | 077e48977384a1b1c2e527e5df9012b64b56e847 (diff) | |
download | redot-engine-0b0dba38c766a06f169fb492cc6f8c7c3e444de5.tar.gz |
Merge pull request #25200 from neikeq/oo
Mono: Add assembly reloading to running games
Diffstat (limited to 'modules/mono/csharp_script.cpp')
-rw-r--r-- | modules/mono/csharp_script.cpp | 27 |
1 files changed, 3 insertions, 24 deletions
diff --git a/modules/mono/csharp_script.cpp b/modules/mono/csharp_script.cpp index 13f8385745..02220ab52f 100644 --- a/modules/mono/csharp_script.cpp +++ b/modules/mono/csharp_script.cpp @@ -608,30 +608,9 @@ struct CSharpScriptDepSort { void CSharpLanguage::reload_all_scripts() { #ifdef DEBUG_ENABLED - - List<Ref<CSharpScript> > scripts; - - { - SCOPED_MUTEX_LOCK(script_instances_mutex); - - SelfList<CSharpScript> *elem = script_list.first(); - while (elem) { - if (elem->self()->get_path().is_resource_file()) { - scripts.push_back(Ref<CSharpScript>(elem->self())); //cast to gdscript to avoid being erased by accident - } - elem = elem->next(); - } - } - - //as scripts are going to be reloaded, must proceed without locking here - - scripts.sort_custom<CSharpScriptDepSort>(); //update in inheritance dependency order - - for (List<Ref<CSharpScript> >::Element *E = scripts.front(); E; E = E->next()) { - E->get()->load_source_code(E->get()->get_path()); - E->get()->reload(true); + if (is_assembly_reloading_needed()) { + reload_assemblies(false); } - #endif } @@ -829,7 +808,7 @@ void CSharpLanguage::reload_assemblies(bool p_soft_reload) { CSharpScript::StateBackup &state_backup = scr->pending_reload_state[obj_id]; // Backup placeholder script instance state before replacing it with a script instance - obj->get_script_instance()->get_property_state(state_backup.properties); + si->get_property_state(state_backup.properties); ScriptInstance *script_instance = scr->instance_create(obj); |