Move the script reload function to outside the
lock to prevent worker threads from the ResourceLoader::load method from causing a deadlock
This commit is contained in:
committed by
Raul Santos
parent
efb40c1524
commit
85d2a23a62
@ -493,6 +493,8 @@ namespace Godot.Bridge
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{
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_scriptTypeBiMap.ReadWriteLock.ExitUpgradeableReadLock();
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}
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NativeFuncs.godotsharp_internal_reload_registered_script(outScript->Reference);
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}
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internal static unsafe void GetOrLoadOrCreateScriptForType(Type scriptType, godot_ref* outScript)
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@ -527,12 +529,14 @@ namespace Godot.Bridge
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CreateScriptBridgeForType(scriptType, outScript);
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scriptPath = null;
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return false;
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}
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finally
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{
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_scriptTypeBiMap.ReadWriteLock.ExitUpgradeableReadLock();
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}
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NativeFuncs.godotsharp_internal_reload_registered_script(outScript->Reference);
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return false;
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}
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static string GetVirtualConstructedGenericTypeScriptPath(Type scriptType, string scriptPath)
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@ -597,6 +601,9 @@ namespace Godot.Bridge
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}
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}
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/// <summary>
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/// WARNING: We need to make sure that after unlocking the bimap, we call godotsharp_internal_reload_registered_script
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/// </summary>
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private static unsafe void CreateScriptBridgeForType(Type scriptType, godot_ref* outScript)
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{
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Debug.Assert(!scriptType.IsGenericTypeDefinition, $"Script type must be a constructed generic type or not generic at all. Type: {scriptType}.");
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@ -613,8 +620,6 @@ namespace Godot.Bridge
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{
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_scriptTypeBiMap.ReadWriteLock.ExitWriteLock();
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}
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NativeFuncs.godotsharp_internal_reload_registered_script(outScript->Reference);
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}
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[UnmanagedCallersOnly]
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