Make script class parser errors to not abort the build
As our script class parser is error prone, we should not impede the build from continuing because of a parsing error. This should be reverted in the future once we switch to Roslyn.
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378fc592b1
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2 changed files with 14 additions and 4 deletions
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@ -81,7 +81,12 @@ namespace GodotTools
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}
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}
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ScriptClassParser.ParseFileOrThrow(projectIncludeFile, out var classes);
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Error parseError = ScriptClassParser.ParseFile(projectIncludeFile, out var classes, out string errorStr);
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if (parseError != Error.Ok)
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{
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GD.PushError($"Failed to determine namespace and class for script: {projectIncludeFile}. Parse error: {errorStr ?? parseError.ToString()}");
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continue;
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}
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string searchName = System.IO.Path.GetFileNameWithoutExtension(projectIncludeFile);
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@ -27,12 +27,15 @@ namespace GodotTools.Internals
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[MethodImpl(MethodImplOptions.InternalCall)]
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private static extern Error internal_ParseFile(string filePath, Array<Dictionary> classes, out string errorStr);
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public static void ParseFileOrThrow(string filePath, out IEnumerable<ClassDecl> classes)
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public static Error ParseFile(string filePath, out IEnumerable<ClassDecl> classes, out string errorStr)
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{
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var classesArray = new Array<Dictionary>();
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var error = internal_ParseFile(filePath, classesArray, out string errorStr);
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var error = internal_ParseFile(filePath, classesArray, out errorStr);
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if (error != Error.Ok)
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throw new Exception($"Failed to determine namespace and class for script: {filePath}. Parse error: {errorStr ?? error.ToString()}");
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{
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classes = null;
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return error;
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}
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var classesList = new List<ClassDecl>();
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@ -47,6 +50,8 @@ namespace GodotTools.Internals
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}
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classes = classesList;
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return Error.Ok;
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}
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}
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}
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