Fix script properties reload from external editor

This commit is contained in:
Hilderin 2024-08-23 13:57:51 -04:00
parent 74de05a01c
commit 46edd6df55
4 changed files with 29 additions and 16 deletions

View File

@ -41,9 +41,9 @@
#include "editor/editor_undo_redo_manager.h"
#include "editor/gui/scene_tree_editor.h"
#include "editor/node_dock.h"
#include "editor/plugins/script_editor_plugin.h"
#include "editor/scene_tree_dock.h"
#include "editor/themes/editor_scale.h"
#include "plugins/script_editor_plugin.h"
#include "scene/gui/button.h"
#include "scene/gui/check_box.h"
#include "scene/gui/label.h"

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@ -42,6 +42,7 @@
#include "editor/editor_paths.h"
#include "editor/editor_resource_preview.h"
#include "editor/editor_settings.h"
#include "editor/plugins/script_editor_plugin.h"
#include "editor/project_settings_editor.h"
#include "scene/resources/packed_scene.h"
@ -806,18 +807,11 @@ bool EditorFileSystem::_update_scan_actions() {
case ItemAction::ACTION_FILE_RELOAD: {
int idx = ia.dir->find_file_index(ia.file);
ERR_CONTINUE(idx == -1);
String full_path = ia.dir->get_file_path(idx);
const EditorFileSystemDirectory::FileInfo *fi = ia.dir->files[idx];
if (ClassDB::is_parent_class(fi->type, SNAME("Script"))) {
_queue_update_script_class(full_path, fi->type, fi->script_class_name, fi->script_class_extends, fi->script_class_icon_path);
// Only reloads the resources that are already loaded.
if (ResourceCache::has(ia.dir->get_file_path(idx))) {
reloads.push_back(ia.dir->get_file_path(idx));
}
if (fi->type == SNAME("PackedScene")) {
_queue_update_scene_groups(full_path);
}
reloads.push_back(full_path);
} break;
}
@ -841,7 +835,7 @@ bool EditorFileSystem::_update_scan_actions() {
}
}
if (reimports.size()) {
if (!reimports.is_empty()) {
if (_scan_import_support(reimports)) {
return true;
}
@ -852,6 +846,11 @@ bool EditorFileSystem::_update_scan_actions() {
ResourceUID::get_singleton()->update_cache();
}
if (!reloads.is_empty()) {
// Update global class names, dependencies, etc...
update_files(reloads);
}
if (first_scan) {
//only on first scan this is valid and updated, then settings changed.
revalidate_import_files = false;
@ -1341,8 +1340,7 @@ void EditorFileSystem::_scan_fs_changes(EditorFileSystemDirectory *p_dir, ScanPr
ia.file = p_dir->files[i]->file;
scan_actions.push_back(ia);
}
} else if (ResourceCache::has(path)) { //test for potential reload
} else {
uint64_t mt = FileAccess::get_modified_time(path);
if (mt != p_dir->files[i]->modified_time) {
@ -1967,6 +1965,14 @@ void EditorFileSystem::_update_script_documentation() {
for (int i = 0; i < ScriptServer::get_language_count(); i++) {
ScriptLanguage *lang = ScriptServer::get_language(i);
if (lang->supports_documentation() && efd->files[index]->type == lang->get_type()) {
// Reloading the script from disk if resource already in memory. Otherwise, the
// ResourceLoader::load will return the last loaded version of the script (without the modifications).
// The only have the script already loaded here is to edit the script outside the
// editor without being connected to the LSP server.
Ref<Resource> res = ResourceCache::get_ref(path);
if (res.is_valid()) {
res->reload_from_file();
}
Ref<Script> scr = ResourceLoader::load(path);
if (scr.is_null()) {
continue;
@ -1974,6 +1980,10 @@ void EditorFileSystem::_update_script_documentation() {
Vector<DocData::ClassDoc> docs = scr->get_documentation();
for (int j = 0; j < docs.size(); j++) {
EditorHelp::get_doc_data()->add_doc(docs[j]);
if (!first_scan) {
// Update the documentation in the Script Editor if it is open.
ScriptEditor::get_singleton()->update_doc(docs[j].name);
}
}
}
}

View File

@ -880,6 +880,11 @@ Error GDScript::reload(bool p_keep_state) {
if (can_run && p_keep_state) {
_restore_old_static_data();
}
if (p_keep_state) {
// Update the properties in the inspector.
update_exports();
}
#endif
reloading = false;

View File

@ -485,8 +485,6 @@ GDScriptTextDocument::GDScriptTextDocument() {
void GDScriptTextDocument::sync_script_content(const String &p_path, const String &p_content) {
String path = GDScriptLanguageProtocol::get_singleton()->get_workspace()->get_file_path(p_path);
GDScriptLanguageProtocol::get_singleton()->get_workspace()->parse_script(path, p_content);
EditorFileSystem::get_singleton()->update_file(path);
}
void GDScriptTextDocument::show_native_symbol_in_editor(const String &p_symbol_id) {