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Fix dependency handling on move or rename.
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parent
3ed4497113
commit
6245367e6d
@ -1363,7 +1363,7 @@ void FileSystemDock::_get_all_items_in_dir(EditorFileSystemDirectory *p_efsd, Ve
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}
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}
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void FileSystemDock::_find_remaps(EditorFileSystemDirectory *p_efsd, const HashMap<String, String> &r_renames, Vector<String> &r_to_remaps) const {
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void FileSystemDock::_find_remaps(EditorFileSystemDirectory *p_efsd, const Vector<String> &r_renames, Vector<String> &r_to_remaps) const {
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for (int i = 0; i < p_efsd->get_subdir_count(); i++) {
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_find_remaps(p_efsd->get_subdir(i), r_renames, r_to_remaps);
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}
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@ -1533,7 +1533,12 @@ void FileSystemDock::_try_duplicate_item(const FileOrFolder &p_item, const Strin
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}
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}
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void FileSystemDock::_update_resource_paths_after_move(const HashMap<String, String> &p_renames) const {
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void FileSystemDock::_update_resource_paths_after_move(const HashMap<String, String> &p_renames, const HashMap<String, ResourceUID::ID> &p_uids) const {
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// Update the paths in ResourceUID, so that UIDs remain valid.
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for (const KeyValue<String, ResourceUID::ID> &pair : p_uids) {
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ResourceUID::get_singleton()->set_id(pair.value, p_renames[pair.key]);
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}
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// Rename all resources loaded, be it subresources or actual resources.
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List<Ref<Resource>> cached;
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ResourceCache::get_cached_resources(&cached);
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@ -1553,50 +1558,30 @@ void FileSystemDock::_update_resource_paths_after_move(const HashMap<String, Str
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r->set_path(base_path + extra_path);
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}
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for (int i = 0; i < EditorNode::get_editor_data().get_edited_scene_count(); i++) {
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String file_path;
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if (i == EditorNode::get_editor_data().get_edited_scene()) {
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if (!get_tree()->get_edited_scene_root()) {
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continue;
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}
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file_path = get_tree()->get_edited_scene_root()->get_scene_file_path();
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} else {
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file_path = EditorNode::get_editor_data().get_scene_path(i);
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}
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if (p_renames.has(file_path)) {
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file_path = p_renames[file_path];
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}
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if (i == EditorNode::get_editor_data().get_edited_scene()) {
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get_tree()->get_edited_scene_root()->set_scene_file_path(file_path);
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} else {
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EditorNode::get_editor_data().set_scene_path(i, file_path);
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}
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}
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}
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void FileSystemDock::_update_dependencies_after_move(const HashMap<String, String> &p_renames) const {
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void FileSystemDock::_update_dependencies_after_move(const HashMap<String, String> &p_renames, const Vector<String> &p_remaps) const {
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// The following code assumes that the following holds:
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// 1) EditorFileSystem contains the old paths/folder structure from before the rename/move.
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// 2) ResourceLoader can use the new paths without needing to call rescan.
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Vector<String> remaps;
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_find_remaps(EditorFileSystem::get_singleton()->get_filesystem(), p_renames, remaps);
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for (int i = 0; i < remaps.size(); ++i) {
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List<String> scenes_to_reload;
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for (int i = 0; i < p_remaps.size(); ++i) {
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// Because we haven't called a rescan yet the found remap might still be an old path itself.
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String file = p_renames.has(remaps[i]) ? p_renames[remaps[i]] : remaps[i];
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String file = p_renames.has(p_remaps[i]) ? p_renames[p_remaps[i]] : p_remaps[i];
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print_verbose("Remapping dependencies for: " + file);
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Error err = ResourceLoader::rename_dependencies(file, p_renames);
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if (err == OK) {
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if (ResourceLoader::get_resource_type(file) == "PackedScene") {
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callable_mp(EditorNode::get_singleton(), &EditorNode::reload_scene).bind(file).call_deferred();
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scenes_to_reload.push_back(file);
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}
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} else {
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EditorNode::get_singleton()->add_io_error(TTR("Unable to update dependencies:") + "\n" + remaps[i] + "\n");
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EditorNode::get_singleton()->add_io_error(TTR("Unable to update dependencies:") + "\n" + p_remaps[i] + "\n");
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}
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}
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for (const String &E : scenes_to_reload) {
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EditorNode::get_singleton()->reload_scene(E);
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}
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}
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void FileSystemDock::_update_project_settings_after_move(const HashMap<String, String> &p_renames, const HashMap<String, String> &p_folders_renames) {
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@ -1678,21 +1663,6 @@ void FileSystemDock::_update_favorites_list_after_move(const HashMap<String, Str
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EditorSettings::get_singleton()->set_favorites(new_favorites);
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}
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void FileSystemDock::_save_scenes_after_move(const HashMap<String, String> &p_renames) const {
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Vector<String> remaps;
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_find_remaps(EditorFileSystem::get_singleton()->get_filesystem(), p_renames, remaps);
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Vector<String> new_filenames;
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for (int i = 0; i < remaps.size(); ++i) {
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String file = p_renames.has(remaps[i]) ? p_renames[remaps[i]] : remaps[i];
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if (ResourceLoader::get_resource_type(file) == "PackedScene") {
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new_filenames.push_back(file);
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}
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}
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EditorNode::get_singleton()->save_scene_list(new_filenames);
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}
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void FileSystemDock::_make_scene_confirm() {
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const String scene_path = make_scene_dialog->get_scene_path();
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@ -1801,14 +1771,18 @@ void FileSystemDock::_rename_operation_confirm() {
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return;
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}
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Vector<String> old_paths;
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HashMap<String, ResourceUID::ID> uids;
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Vector<String> remaps;
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_before_move(old_paths, uids, remaps);
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HashMap<String, String> file_renames;
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HashMap<String, String> folder_renames;
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_try_move_item(to_rename, new_path, file_renames, folder_renames);
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int current_tab = EditorSceneTabs::get_singleton()->get_current_tab();
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_save_scenes_after_move(file_renames); // save scenes before updating
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_update_dependencies_after_move(file_renames);
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_update_resource_paths_after_move(file_renames);
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_update_resource_paths_after_move(file_renames, uids);
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_update_dependencies_after_move(file_renames, remaps);
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_update_project_settings_after_move(file_renames, folder_renames);
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_update_favorites_list_after_move(file_renames, folder_renames);
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@ -1817,8 +1791,6 @@ void FileSystemDock::_rename_operation_confirm() {
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print_verbose("FileSystem: calling rescan.");
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_rescan();
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print_verbose("FileSystem: saving moved scenes.");
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current_path = new_path;
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current_path_line_edit->set_text(current_path);
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}
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@ -1936,6 +1908,11 @@ void FileSystemDock::_move_operation_confirm(const String &p_to_path, bool p_cop
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}
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}
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Vector<String> old_paths;
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HashMap<String, ResourceUID::ID> uids;
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Vector<String> remaps;
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_before_move(old_paths, uids, remaps);
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bool is_moved = false;
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HashMap<String, String> file_renames;
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HashMap<String, String> folder_renames;
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@ -1956,9 +1933,8 @@ void FileSystemDock::_move_operation_confirm(const String &p_to_path, bool p_cop
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if (is_moved) {
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int current_tab = EditorSceneTabs::get_singleton()->get_current_tab();
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_save_scenes_after_move(file_renames); // Save scenes before updating.
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_update_dependencies_after_move(file_renames);
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_update_resource_paths_after_move(file_renames);
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_update_resource_paths_after_move(file_renames, uids);
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_update_dependencies_after_move(file_renames, remaps);
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_update_project_settings_after_move(file_renames, folder_renames);
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_update_favorites_list_after_move(file_renames, folder_renames);
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@ -1967,15 +1943,28 @@ void FileSystemDock::_move_operation_confirm(const String &p_to_path, bool p_cop
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print_verbose("FileSystem: calling rescan.");
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_rescan();
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print_verbose("FileSystem: saving moved scenes.");
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_save_scenes_after_move(file_renames);
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current_path = p_to_path;
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current_path_line_edit->set_text(current_path);
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}
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}
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}
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void FileSystemDock::_before_move(Vector<String> &r_old_paths, HashMap<String, ResourceUID::ID> &r_uids, Vector<String> &r_remaps) const {
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for (int i = 0; i < to_move.size(); i++) {
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r_old_paths.push_back(to_move[i].path);
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ResourceUID::ID uid = ResourceLoader::get_resource_uid(to_move[i].path);
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if (uid != ResourceUID::INVALID_ID) {
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r_uids[to_move[i].path] = uid;
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}
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}
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_find_remaps(EditorFileSystem::get_singleton()->get_filesystem(), r_old_paths, r_remaps);
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// Open scenes with dependencies on the ones about to be moved will be reloaded,
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// so save them first to prevent losing unsaved changes.
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EditorNode::get_singleton()->save_scene_list(r_remaps);
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}
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Vector<String> FileSystemDock::_tree_get_selected(bool remove_self_inclusion) const {
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// Build a list of selected items with the active one at the first position.
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Vector<String> selected_strings;
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@ -262,12 +262,12 @@ private:
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void _update_import_dock();
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void _get_all_items_in_dir(EditorFileSystemDirectory *p_efsd, Vector<String> &r_files, Vector<String> &r_folders) const;
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void _find_remaps(EditorFileSystemDirectory *p_efsd, const HashMap<String, String> &r_renames, Vector<String> &r_to_remaps) const;
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void _find_remaps(EditorFileSystemDirectory *p_efsd, const Vector<String> &r_renames, Vector<String> &r_to_remaps) const;
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void _try_move_item(const FileOrFolder &p_item, const String &p_new_path, HashMap<String, String> &p_file_renames, HashMap<String, String> &p_folder_renames);
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void _try_duplicate_item(const FileOrFolder &p_item, const String &p_new_path) const;
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void _update_dependencies_after_move(const HashMap<String, String> &p_renames) const;
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void _update_resource_paths_after_move(const HashMap<String, String> &p_renames) const;
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void _save_scenes_after_move(const HashMap<String, String> &p_renames) const;
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void _before_move(Vector<String> &r_old_paths, HashMap<String, ResourceUID::ID> &r_uids, Vector<String> &r_remaps) const;
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void _update_dependencies_after_move(const HashMap<String, String> &p_renames, const Vector<String> &p_remaps) const;
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void _update_resource_paths_after_move(const HashMap<String, String> &p_renames, const HashMap<String, ResourceUID::ID> &p_uids) const;
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void _update_favorites_list_after_move(const HashMap<String, String> &p_files_renames, const HashMap<String, String> &p_folders_renames) const;
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void _update_project_settings_after_move(const HashMap<String, String> &p_renames, const HashMap<String, String> &p_folders_renames);
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String _get_unique_name(const FileOrFolder &p_entry, const String &p_at_path);
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