[.Net] Stop Reloading Scripts that have Empty Paths #98097
+37
−5
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
fixes #98094
Before this PR, Godot Editor will try to reload scripts that do not have a path but are valid, that is, scripts from an external source such as ProjectReferences or Nuget Packages.
These external types are never visible to Godot Editor; they are only registered to GodotSharp when they are the ancestors of scripts under the Project Directory.
However, during an Assembly Unloading & Loading, the mono module will queue these types to the
to_reload
list and attempt to reload them, which causes duplicate key exceptions in theScriptTypeBiMap
as they are already registered by GodotSharp when loading children types.This PR adds a check to avoid a valid script instance with no script path from entering the
to_reload
list, which resolves the issue.This PR also improves the robustness of ScriptTypeBiMap by ensuring that dirty data does not enter the internal dictionaries when the
Add
andRemove
methods fail.