[GDNative] fixed a reload bug

When there was no terminate function defined in the library the exported variables would not update.
This fixes that.
This commit is contained in:
Karroffel 2017-05-13 14:37:57 +02:00
parent e883cdafa6
commit 11e496d99a

View file

@ -99,8 +99,7 @@ Error NativeLibrary::terminate(NativeLibrary *&p_native_lib) {
Error error = OK;
void *library_terminate;
error = OS::get_singleton()->get_dynamic_library_symbol_handle(p_native_lib->handle, GDNativeScriptLanguage::get_terminate_symbol_name(), library_terminate);
if (error)
return OK; // no terminate? okay, not that important lol
if (!error) {
void (*library_terminate_pointer)(godot_native_terminate_options *) = (void (*)(godot_native_terminate_options *))library_terminate;
@ -108,6 +107,7 @@ Error NativeLibrary::terminate(NativeLibrary *&p_native_lib) {
options.in_editor = SceneTree::get_singleton()->is_editor_hint();
library_terminate_pointer(&options);
}
GDNativeScriptLanguage::get_singleton()->initialized_libraries.erase(p_native_lib->path);
@ -614,7 +614,6 @@ Error GDNativeLibrary::_terminate() {
}
Error ret = NativeLibrary::terminate(native_library);
native_library->scripts.clear();
return ret;
@ -1217,6 +1216,7 @@ void GDNativeReloadNode::_notification(int p_what) {
Set<GDNativeScript *> scripts;
for (Set<GDNativeScript *>::Element *S = GDNativeScriptLanguage::get_singleton()->script_list.front(); S; S = S->next()) {
if (lib->native_library->scripts.has(S->get()->get_script_name())) {
GDNativeScript *script = S->get();
script->script_data = lib->get_script_data(script->get_script_name());