GDScript: Fix loading of interdependent autoloads
Move the autoload resolution to runtime by loading it into the stack with an extra instruction. This allows an autoload to use another autoload singleton independent of load order.
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@ -35,6 +35,8 @@
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#include "gdscript_cache.h"
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#include "gdscript_utility_functions.h"
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#include "core/config/project_settings.h"
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bool GDScriptCompiler::_is_class_member_property(CodeGen &codegen, const StringName &p_name) {
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if (codegen.function_node && codegen.function_node->is_static) {
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return false;
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@ -316,10 +318,21 @@ GDScriptCodeGenerator::Address GDScriptCompiler::_parse_expression(CodeGen &code
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}
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}
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// Try globals.
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if (GDScriptLanguage::get_singleton()->get_global_map().has(identifier)) {
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int idx = GDScriptLanguage::get_singleton()->get_global_map()[identifier];
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Variant global = GDScriptLanguage::get_singleton()->get_global_array()[idx];
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return codegen.add_constant(global); // TODO: Get type.
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// If it's an autoload singleton, we postpone to load it at runtime.
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// This is so one autoload doesn't try to load another before it's compiled.
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OrderedHashMap<StringName, ProjectSettings::AutoloadInfo> autoloads = ProjectSettings::get_singleton()->get_autoload_list();
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if (autoloads.has(identifier) && autoloads[identifier].is_singleton) {
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GDScriptCodeGenerator::Address global = codegen.add_temporary(_gdtype_from_datatype(in->get_datatype()));
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int idx = GDScriptLanguage::get_singleton()->get_global_map()[identifier];
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gen->write_store_global(global, idx);
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return global;
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} else {
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int idx = GDScriptLanguage::get_singleton()->get_global_map()[identifier];
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Variant global = GDScriptLanguage::get_singleton()->get_global_array()[idx];
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return codegen.add_constant(global);
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}
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}
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// Try global classes.
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