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@@ -30,6 +30,7 @@
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#include "godotsharp_editor.h"
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+#include "core/message_queue.h"
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#include "core/os/os.h"
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#include "core/project_settings.h"
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#include "scene/gui/control.h"
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@@ -114,10 +115,33 @@ bool GodotSharpEditor::_create_project_solution() {
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void GodotSharpEditor::_make_api_solutions_if_needed() {
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// I'm sick entirely of ProgressDialog
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+
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+ static int attempts_left = 100;
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+
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+ if (MessageQueue::get_singleton()->is_flushing() || !SceneTree::get_singleton()) {
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+ ERR_FAIL_COND(attempts_left == 0); // You've got to be kidding
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+
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+ if (SceneTree::get_singleton()) {
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+ SceneTree::get_singleton()->connect("idle_frame", this, "_make_api_solutions_if_needed", Vector<Variant>());
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+ } else {
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+ call_deferred("_make_api_solutions_if_needed");
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+ }
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+
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+ attempts_left--;
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+ return;
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+ }
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+
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+ // Recursion guard needed because signals don't play well with ProgressDialog either, but unlike
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+ // the message queue, with signals the collateral damage should be minimal in the worst case.
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static bool recursion_guard = false;
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if (!recursion_guard) {
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recursion_guard = true;
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+
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+ // Oneshot signals don't play well with ProgressDialog either, so we do it this way instead
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+ SceneTree::get_singleton()->disconnect("idle_frame", this, "_make_api_solutions_if_needed");
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+
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_make_api_solutions_if_needed_impl();
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+
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recursion_guard = false;
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}
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}
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@@ -434,7 +458,7 @@ GodotSharpEditor::GodotSharpEditor(EditorNode *p_editor) {
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String csproj_path = GodotSharpDirs::get_project_csproj_path();
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if (FileAccess::exists(sln_path) && FileAccess::exists(csproj_path)) {
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- // We can't use EditorProgress here. It calls Main::iterarion() and the main loop is not initialized yet.
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+ // Defer this task because EditorProgress calls Main::iterarion() and the main loop is not yet initialized.
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call_deferred("_make_api_solutions_if_needed");
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} else {
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bottom_panel_btn->hide();
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