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Changes the scene reimport function to handle some crash edge cases:
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* The reimported instance attempt to preserve ownerless nodes.
* A recursive function call to '_nodes_scene_reimported' so these can be recreated if required.
* Clears instance scene_state on new instantiated replacement nodes.
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SaracenOne committed May 21, 2024
1 parent 6118592 commit 338675d
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Showing 2 changed files with 49 additions and 32 deletions.
79 changes: 48 additions & 31 deletions editor/editor_node.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -4201,31 +4201,36 @@ void EditorNode::update_diff_data_for_node(
p_modification_table[p_root->get_path_to(p_node)] = modification_node_entry;
}
} else {
AdditiveNodeEntry new_additive_node_entry;
new_additive_node_entry.node = p_node;
new_additive_node_entry.parent = p_root->get_path_to(p_node->get_parent());
new_additive_node_entry.owner = p_node->get_owner();
new_additive_node_entry.index = p_node->get_index();
// Only save additional nodes which have an owner since this was causing issues transient ownerless nodes
// which get recreated upon scene tree entry.
// For now instead, assume all ownerless nodes are transient and will have to be recreated.
if (p_node->get_owner()) {
AdditiveNodeEntry new_additive_node_entry;
new_additive_node_entry.node = p_node;
new_additive_node_entry.parent = p_root->get_path_to(p_node->get_parent());
new_additive_node_entry.owner = p_node->get_owner();
new_additive_node_entry.index = p_node->get_index();

Node2D *node_2d = Object::cast_to<Node2D>(p_node);
if (node_2d) {
new_additive_node_entry.transform_2d = node_2d->get_relative_transform_to_parent(node_2d->get_parent());
}
Node3D *node_3d = Object::cast_to<Node3D>(p_node);
if (node_3d) {
new_additive_node_entry.transform_3d = node_3d->get_relative_transform(node_3d->get_parent());
}
Node2D *node_2d = Object::cast_to<Node2D>(p_node);
if (node_2d) {
new_additive_node_entry.transform_2d = node_2d->get_relative_transform_to_parent(node_2d->get_parent());
}
Node3D *node_3d = Object::cast_to<Node3D>(p_node);
if (node_3d) {
new_additive_node_entry.transform_3d = node_3d->get_relative_transform(node_3d->get_parent());
}

// Gathers the ownership of all ancestor nodes for later use.
HashMap<Node *, Node *> ownership_table;
for (int i = 0; i < p_node->get_child_count(); i++) {
Node *child = p_node->get_child(i);
update_ownership_table_for_addition_node_ancestors(child, ownership_table);
}
// Gathers the ownership of all ancestor nodes for later use.
HashMap<Node *, Node *> ownership_table;
for (int i = 0; i < p_node->get_child_count(); i++) {
Node *child = p_node->get_child(i);
update_ownership_table_for_addition_node_ancestors(child, ownership_table);
}

new_additive_node_entry.ownership_table = ownership_table;
new_additive_node_entry.ownership_table = ownership_table;

p_addition_list.push_back(new_additive_node_entry);
p_addition_list.push_back(new_additive_node_entry);
}

return;
}
Expand Down Expand Up @@ -5531,12 +5536,11 @@ void EditorNode::_file_access_close_error_notify_impl(const String &p_str) {
add_io_error(vformat(TTR("Unable to write to file '%s', file in use, locked or lacking permissions."), p_str));
}

// Since we felt that a bespoke NOTIFICATION might not be desirable, this function
// provides the hardcoded callbacks to address known bugs which occur on certain
// nodes during reimport.
// Ideally, we should probably agree on a standardized method name which could be
// called from here instead.
void EditorNode::_notify_scene_updated(Node *p_node) {
// Recursive function to inform nodes that an array of nodes have had their scene reimported.
// It will attempt to call a method named '_nodes_scene_reimported' on every node in the
// tree so that editor scripts which create transient nodes will have the opportunity
// to recreate them.
void EditorNode::_notify_nodes_scene_reimported(Node *p_node, Array p_reimported_nodes) {
Skeleton3D *skel_3d = Object::cast_to<Skeleton3D>(p_node);
if (skel_3d) {
skel_3d->reset_bone_poses();
Expand All @@ -5547,8 +5551,12 @@ void EditorNode::_notify_scene_updated(Node *p_node) {
}
}

if (p_node->has_method("_nodes_scene_reimported")) {
p_node->call("_nodes_scene_reimported", p_reimported_nodes);
}

for (int i = 0; i < p_node->get_child_count(); i++) {
_notify_scene_updated(p_node->get_child(i));
_notify_nodes_scene_reimported(p_node->get_child(i), p_reimported_nodes);
}
}

Expand Down Expand Up @@ -5618,6 +5626,7 @@ void EditorNode::find_all_instances_inheriting_path_in_node(Node *p_root, Node *
void EditorNode::reload_instances_with_path_in_edited_scenes(const String &p_instance_path) {
int original_edited_scene_idx = editor_data.get_edited_scene();
HashMap<int, List<Node *>> edited_scene_map;
Array replaced_nodes;

// Walk through each opened scene to get a global list of all instances which match
// the current reimported scenes.
Expand Down Expand Up @@ -5745,7 +5754,7 @@ void EditorNode::reload_instances_with_path_in_edited_scenes(const String &p_ins
// be properly updated.
for (String path : required_load_paths) {
if (!local_scene_cache.find(path)) {
current_packed_scene = ResourceLoader::load(path, "", ResourceFormatLoader::CACHE_MODE_REPLACE, &err);
current_packed_scene = ResourceLoader::load(path, "", ResourceFormatLoader::CACHE_MODE_REPLACE_DEEP, &err);
local_scene_cache[path] = current_packed_scene;
} else {
current_packed_scene = local_scene_cache[path];
Expand All @@ -5763,6 +5772,9 @@ void EditorNode::reload_instances_with_path_in_edited_scenes(const String &p_ins

ERR_FAIL_NULL(instantiated_node);

// For clear instance state for path recaching.
instantiated_node->set_scene_instance_state(Ref<SceneState>());

bool original_node_is_displayed_folded = original_node->is_displayed_folded();
bool original_node_scene_instance_load_placeholder = original_node->get_scene_instance_load_placeholder();

Expand Down Expand Up @@ -5932,13 +5944,18 @@ void EditorNode::reload_instances_with_path_in_edited_scenes(const String &p_ins
}
}
}
// Add the newly instantiated node to the edited scene's replaced node list.
replaced_nodes.push_back(instantiated_node);
}

// Cleanup the history of the changes.
editor_history.cleanup_history();

_notify_scene_updated(current_edited_scene);
}

// For the whole editor, call the _notify_nodes_scene_reimported with a list of replaced nodes.
// To inform anything that depends on them that they should update as appropriate.
_notify_nodes_scene_reimported(this, replaced_nodes);

edited_scene_map.clear();
}
editor_data.set_edited_scene(original_edited_scene_idx);
Expand Down
2 changes: 1 addition & 1 deletion editor/editor_node.h
Original file line number Diff line number Diff line change
Expand Up @@ -661,7 +661,7 @@ class EditorNode : public Node {

void _begin_first_scan();

void _notify_scene_updated(Node *p_node);
void _notify_nodes_scene_reimported(Node *p_node, Array p_reimported_nodes);

protected:
friend class FileSystemDock;
Expand Down

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