C#: Fix very slow build log update in the editor
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04bef80b42
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1 changed files with 30 additions and 6 deletions
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@ -2,6 +2,7 @@ using Godot;
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using System;
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using System;
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using Godot.Collections;
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using Godot.Collections;
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using GodotTools.Internals;
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using GodotTools.Internals;
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using JetBrains.Annotations;
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using File = GodotTools.Utils.File;
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using File = GodotTools.Utils.File;
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using Path = System.IO.Path;
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using Path = System.IO.Path;
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@ -26,6 +27,9 @@ namespace GodotTools.Build
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private TextEdit buildLog;
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private TextEdit buildLog;
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private PopupMenu issuesListContextMenu;
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private PopupMenu issuesListContextMenu;
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private readonly object pendingBuildLogTextLock = new object();
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[NotNull] private string pendingBuildLogText = string.Empty;
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[Signal] public event Action BuildStateChanged;
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[Signal] public event Action BuildStateChanged;
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public bool HasBuildExited { get; private set; } = false;
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public bool HasBuildExited { get; private set; } = false;
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@ -240,16 +244,34 @@ namespace GodotTools.Build
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EmitSignal(nameof(BuildStateChanged));
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EmitSignal(nameof(BuildStateChanged));
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}
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}
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private void UpdateBuildLogText()
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{
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lock (pendingBuildLogTextLock)
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{
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buildLog.Text += pendingBuildLogText;
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pendingBuildLogText = string.Empty;
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ScrollToLastNonEmptyLogLine();
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}
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}
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private void StdOutputReceived(string text)
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private void StdOutputReceived(string text)
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{
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{
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buildLog.Text += text + "\n";
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lock (pendingBuildLogTextLock)
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ScrollToLastNonEmptyLogLine();
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{
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if (pendingBuildLogText.Length == 0)
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CallDeferred(nameof(UpdateBuildLogText));
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pendingBuildLogText += text + "\n";
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}
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}
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}
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private void StdErrorReceived(string text)
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private void StdErrorReceived(string text)
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{
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{
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buildLog.Text += text + "\n";
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lock (pendingBuildLogTextLock)
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ScrollToLastNonEmptyLogLine();
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{
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if (pendingBuildLogText.Length == 0)
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CallDeferred(nameof(UpdateBuildLogText));
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pendingBuildLogText += text + "\n";
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}
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}
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}
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private void ScrollToLastNonEmptyLogLine()
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private void ScrollToLastNonEmptyLogLine()
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@ -377,12 +399,14 @@ namespace GodotTools.Build
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BuildManager.BuildStarted += BuildStarted;
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BuildManager.BuildStarted += BuildStarted;
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BuildManager.BuildFinished += BuildFinished;
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BuildManager.BuildFinished += BuildFinished;
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// StdOutput/Error can be received from different threads, so we need to use CallDeferred
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// StdOutput/Error can be received from different threads, so we need to use CallDeferred
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BuildManager.StdOutputReceived += line => CallDeferred(nameof(StdOutputReceived), line);
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BuildManager.StdOutputReceived += StdOutputReceived;
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BuildManager.StdErrorReceived += line => CallDeferred(nameof(StdErrorReceived), line);
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BuildManager.StdErrorReceived += StdErrorReceived;
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}
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}
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public void OnBeforeSerialize()
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public void OnBeforeSerialize()
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{
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{
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// In case it didn't update yet. We don't want to have to serialize any pending output.
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UpdateBuildLogText();
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}
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}
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public void OnAfterDeserialize()
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public void OnAfterDeserialize()
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