Optimize NodePath update when renaming or deleting nodes in the editor

Now the process uses a Map to lookup node pointers instead of iterating
over all modified node paths in a list and comparing them for each
property to check.

The process also avoids checking properties with empty node paths and
does an early exit on deleted nodes to avoid checking the node and its
descendants.

Also made a minor change in NodePath::rel_path_to() to avoid resizing a
Vector many times for long paths (with copy-on-write each time). Now
it's down to 2 resize calls in any case.
This commit is contained in:
PouleyKetchoupp 2021-07-09 08:11:57 -07:00
parent 66aadc2981
commit 8185c5fe8a
3 changed files with 110 additions and 124 deletions

View file

@ -244,19 +244,26 @@ NodePath NodePath::rel_path_to(const NodePath &p_np) const {
common_parent--;
Vector<StringName> relpath;
relpath.resize(src_dirs.size() + dst_dirs.size() + 1);
for (int i = src_dirs.size() - 1; i > common_parent; i--) {
relpath.push_back("..");
StringName *relpath_ptr = relpath.ptrw();
int path_size = 0;
StringName back_str("..");
for (int i = common_parent + 1; i < src_dirs.size(); i++) {
relpath_ptr[path_size++] = back_str;
}
for (int i = common_parent + 1; i < dst_dirs.size(); i++) {
relpath.push_back(dst_dirs[i]);
relpath_ptr[path_size++] = dst_dirs[i];
}
if (relpath.size() == 0) {
relpath.push_back(".");
if (path_size == 0) {
relpath_ptr[path_size++] = ".";
}
relpath.resize(path_size);
return NodePath(relpath, p_np.get_subnames(), false);
}

View file

@ -1364,30 +1364,25 @@ void SceneTreeDock::_set_owners(Node *p_owner, const Array &p_nodes) {
}
}
void SceneTreeDock::_fill_path_renames(Vector<StringName> base_path, Vector<StringName> new_base_path, Node *p_node, List<Pair<NodePath, NodePath>> *p_renames) {
void SceneTreeDock::_fill_path_renames(Vector<StringName> base_path, Vector<StringName> new_base_path, Node *p_node, Map<Node *, NodePath> *p_renames) {
base_path.push_back(p_node->get_name());
if (new_base_path.size()) {
new_base_path.push_back(p_node->get_name());
}
NodePath from(base_path, true);
NodePath to;
NodePath new_path;
if (new_base_path.size()) {
to = NodePath(new_base_path, true);
new_path = NodePath(new_base_path, true);
}
Pair<NodePath, NodePath> npp;
npp.first = from;
npp.second = to;
p_renames->push_back(npp);
p_renames->insert(p_node, new_path);
for (int i = 0; i < p_node->get_child_count(); i++) {
_fill_path_renames(base_path, new_base_path, p_node->get_child(i), p_renames);
}
}
void SceneTreeDock::fill_path_renames(Node *p_node, Node *p_new_parent, List<Pair<NodePath, NodePath>> *p_renames) {
void SceneTreeDock::fill_path_renames(Node *p_node, Node *p_new_parent, Map<Node *, NodePath> *p_renames) {
Vector<StringName> base_path;
Node *n = p_node->get_parent();
while (n) {
@ -1410,50 +1405,41 @@ void SceneTreeDock::fill_path_renames(Node *p_node, Node *p_new_parent, List<Pai
_fill_path_renames(base_path, new_base_path, p_node, p_renames);
}
bool SceneTreeDock::_update_node_path(const NodePath &p_root_path, NodePath &r_node_path, List<Pair<NodePath, NodePath>> *p_renames) {
NodePath root_path_new = p_root_path;
for (List<Pair<NodePath, NodePath>>::Element *F = p_renames->front(); F; F = F->next()) {
if (p_root_path == F->get().first) {
root_path_new = F->get().second;
break;
}
bool SceneTreeDock::_update_node_path(Node *p_root_node, NodePath &r_node_path, Map<Node *, NodePath> *p_renames) const {
Node *target_node = p_root_node->get_node_or_null(r_node_path);
ERR_FAIL_NULL_V_MSG(target_node, false, "Found invalid node path '" + String(r_node_path) + "' on node '" + String(scene_root->get_path_to(p_root_node)) + "'");
// Try to find the target node in modified node paths.
Map<Node *, NodePath>::Element *found_node_path = p_renames->find(target_node);
if (found_node_path) {
Map<Node *, NodePath>::Element *found_root_path = p_renames->find(p_root_node);
NodePath root_path_new = found_root_path ? found_root_path->get() : p_root_node->get_path();
r_node_path = root_path_new.rel_path_to(found_node_path->get());
return true;
}
// Goes through all paths to check if it's matching.
for (List<Pair<NodePath, NodePath>>::Element *F = p_renames->front(); F; F = F->next()) {
NodePath rel_path_old = p_root_path.rel_path_to(F->get().first);
// If old path detected, then it needs to be replaced with the new one.
if (r_node_path == rel_path_old) {
NodePath rel_path_new = F->get().second;
// If not empty, get new relative path.
if (!rel_path_new.is_empty()) {
rel_path_new = root_path_new.rel_path_to(rel_path_new);
}
r_node_path = rel_path_new;
return true;
// Update the path if the base node has changed and has not been deleted.
Map<Node *, NodePath>::Element *found_root_path = p_renames->find(p_root_node);
if (found_root_path) {
NodePath root_path_new = found_root_path->get();
if (!root_path_new.is_empty()) {
NodePath old_abs_path = NodePath(String(p_root_node->get_path()).plus_file(r_node_path));
old_abs_path.simplify();
r_node_path = root_path_new.rel_path_to(old_abs_path);
}
// Update the node itself if it has a valid node path and has not been deleted.
if (p_root_path == F->get().first && r_node_path != NodePath() && F->get().second != NodePath()) {
NodePath abs_path = NodePath(String(root_path_new).plus_file(r_node_path)).simplified();
NodePath rel_path_new = F->get().second.rel_path_to(abs_path);
r_node_path = rel_path_new;
return true;
}
return true;
}
return false;
}
bool SceneTreeDock::_check_node_path_recursive(const NodePath &p_root_path, Variant &r_variant, List<Pair<NodePath, NodePath>> *p_renames) {
bool SceneTreeDock::_check_node_path_recursive(Node *p_root_node, Variant &r_variant, Map<Node *, NodePath> *p_renames) const {
switch (r_variant.get_type()) {
case Variant::NODE_PATH: {
NodePath node_path = r_variant;
if (_update_node_path(p_root_path, node_path, p_renames)) {
if (!node_path.is_empty() && _update_node_path(p_root_node, node_path, p_renames)) {
r_variant = node_path;
return true;
}
@ -1464,7 +1450,7 @@ bool SceneTreeDock::_check_node_path_recursive(const NodePath &p_root_path, Vari
bool updated = false;
for (int i = 0; i < a.size(); i++) {
Variant value = a[i];
if (_check_node_path_recursive(p_root_path, value, p_renames)) {
if (_check_node_path_recursive(p_root_node, value, p_renames)) {
if (!updated) {
a = a.duplicate(); // Need to duplicate for undo-redo to work.
updated = true;
@ -1483,7 +1469,7 @@ bool SceneTreeDock::_check_node_path_recursive(const NodePath &p_root_path, Vari
bool updated = false;
for (int i = 0; i < d.size(); i++) {
Variant value = d.get_value_at_index(i);
if (_check_node_path_recursive(p_root_path, value, p_renames)) {
if (_check_node_path_recursive(p_root_node, value, p_renames)) {
if (!updated) {
d = d.duplicate(); // Need to duplicate for undo-redo to work.
updated = true;
@ -1504,7 +1490,7 @@ bool SceneTreeDock::_check_node_path_recursive(const NodePath &p_root_path, Vari
return false;
}
void SceneTreeDock::perform_node_renames(Node *p_base, List<Pair<NodePath, NodePath>> *p_renames, Map<Ref<Animation>, Set<int>> *r_rem_anims) {
void SceneTreeDock::perform_node_renames(Node *p_base, Map<Node *, NodePath> *p_renames, Map<Ref<Animation>, Set<int>> *r_rem_anims) {
Map<Ref<Animation>, Set<int>> rem_anims;
if (!r_rem_anims) {
r_rem_anims = &rem_anims;
@ -1518,10 +1504,15 @@ void SceneTreeDock::perform_node_renames(Node *p_base, List<Pair<NodePath, NodeP
return;
}
// No renaming if base node is deleted.
Map<Node *, NodePath>::Element *found_base_path = p_renames->find(p_base);
if (found_base_path && found_base_path->get().is_empty()) {
return;
}
// Renaming node paths used in node properties.
List<PropertyInfo> properties;
p_base->get_property_list(&properties);
NodePath base_root_path = p_base->get_path();
for (List<PropertyInfo>::Element *E = properties.front(); E; E = E->next()) {
if (!(E->get().usage & (PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR))) {
@ -1530,7 +1521,7 @@ void SceneTreeDock::perform_node_renames(Node *p_base, List<Pair<NodePath, NodeP
String propertyname = E->get().name;
Variant old_variant = p_base->get(propertyname);
Variant updated_variant = old_variant;
if (_check_node_path_recursive(base_root_path, updated_variant, p_renames)) {
if (_check_node_path_recursive(p_base, updated_variant, p_renames)) {
editor_data->get_undo_redo().add_do_property(p_base, propertyname, updated_variant);
editor_data->get_undo_redo().add_undo_property(p_base, propertyname, old_variant);
p_base->set(propertyname, updated_variant);
@ -1546,19 +1537,9 @@ void SceneTreeDock::perform_node_renames(Node *p_base, List<Pair<NodePath, NodeP
Node *root = ap->get_node(ap->get_root());
if (root) {
NodePath root_path = root->get_path();
NodePath new_root_path = root_path;
for (List<Pair<NodePath, NodePath>>::Element *E = p_renames->front(); E; E = E->next()) {
if (E->get().first == root_path) {
new_root_path = E->get().second;
break;
}
}
if (new_root_path != NodePath()) {
//will not be erased
Map<Node *, NodePath>::Element *found_root_path = p_renames->find(root);
NodePath new_root_path = found_root_path ? found_root_path->get() : root->get_path();
if (!new_root_path.is_empty()) { // No renaming if root node is deleted.
for (List<StringName>::Element *E = anims.front(); E; E = E->next()) {
Ref<Animation> anim = ap->get_animation(E->get());
if (!r_rem_anims->has(anim)) {
@ -1582,47 +1563,44 @@ void SceneTreeDock::perform_node_renames(Node *p_base, List<Pair<NodePath, NodeP
continue;
}
NodePath old_np = n->get_path();
if (!ran.has(i)) {
continue; //channel was removed
}
for (List<Pair<NodePath, NodePath>>::Element *F = p_renames->front(); F; F = F->next()) {
if (F->get().first == old_np) {
if (F->get().second == NodePath()) {
//will be erased
Map<Node *, NodePath>::Element *found_path = p_renames->find(n);
if (found_path) {
if (found_path->get() == NodePath()) {
//will be erased
int idx = 0;
Set<int>::Element *EI = ran.front();
ERR_FAIL_COND(!EI); //bug
while (EI->get() != i) {
idx++;
EI = EI->next();
ERR_FAIL_COND(!EI); //another bug
}
editor_data->get_undo_redo().add_do_method(anim.ptr(), "remove_track", idx);
editor_data->get_undo_redo().add_undo_method(anim.ptr(), "add_track", anim->track_get_type(i), idx);
editor_data->get_undo_redo().add_undo_method(anim.ptr(), "track_set_path", idx, track_np);
editor_data->get_undo_redo().add_undo_method(anim.ptr(), "track_set_interpolation_type", idx, anim->track_get_interpolation_type(i));
for (int j = 0; j < anim->track_get_key_count(i); j++) {
editor_data->get_undo_redo().add_undo_method(anim.ptr(), "track_insert_key", idx, anim->track_get_key_time(i, j), anim->track_get_key_value(i, j), anim->track_get_key_transition(i, j));
}
ran.erase(i); //byebye channel
} else {
//will be renamed
NodePath rel_path = new_root_path.rel_path_to(F->get().second);
NodePath new_path = NodePath(rel_path.get_names(), track_np.get_subnames(), false);
if (new_path == track_np) {
continue; //bleh
}
editor_data->get_undo_redo().add_do_method(anim.ptr(), "track_set_path", i, new_path);
editor_data->get_undo_redo().add_undo_method(anim.ptr(), "track_set_path", i, track_np);
int idx = 0;
Set<int>::Element *EI = ran.front();
ERR_FAIL_COND(!EI); //bug
while (EI->get() != i) {
idx++;
EI = EI->next();
ERR_FAIL_COND(!EI); //another bug
}
editor_data->get_undo_redo().add_do_method(anim.ptr(), "remove_track", idx);
editor_data->get_undo_redo().add_undo_method(anim.ptr(), "add_track", anim->track_get_type(i), idx);
editor_data->get_undo_redo().add_undo_method(anim.ptr(), "track_set_path", idx, track_np);
editor_data->get_undo_redo().add_undo_method(anim.ptr(), "track_set_interpolation_type", idx, anim->track_get_interpolation_type(i));
for (int j = 0; j < anim->track_get_key_count(i); j++) {
editor_data->get_undo_redo().add_undo_method(anim.ptr(), "track_insert_key", idx, anim->track_get_key_time(i, j), anim->track_get_key_value(i, j), anim->track_get_key_transition(i, j));
}
ran.erase(i); //byebye channel
} else {
//will be renamed
NodePath rel_path = new_root_path.rel_path_to(found_path->get());
NodePath new_path = NodePath(rel_path.get_names(), track_np.get_subnames(), false);
if (new_path == track_np) {
continue; //bleh
}
editor_data->get_undo_redo().add_do_method(anim.ptr(), "track_set_path", i, new_path);
editor_data->get_undo_redo().add_undo_method(anim.ptr(), "track_set_path", i, track_np);
}
}
}
@ -1637,7 +1615,7 @@ void SceneTreeDock::perform_node_renames(Node *p_base, List<Pair<NodePath, NodeP
}
void SceneTreeDock::_node_prerenamed(Node *p_node, const String &p_new_name) {
List<Pair<NodePath, NodePath>> path_renames;
Map<Node *, NodePath> path_renames;
Vector<StringName> base_path;
Node *n = p_node->get_parent();
@ -1652,10 +1630,8 @@ void SceneTreeDock::_node_prerenamed(Node *p_node, const String &p_new_name) {
new_base_path.push_back(p_new_name);
Pair<NodePath, NodePath> npp;
npp.first = NodePath(base_path, true);
npp.second = NodePath(new_base_path, true);
path_renames.push_back(npp);
NodePath new_path(new_base_path, true);
path_renames[p_node] = new_path;
for (int i = 0; i < p_node->get_child_count(); i++) {
_fill_path_renames(base_path, new_base_path, p_node->get_child(i), &path_renames);
@ -1760,7 +1736,7 @@ void SceneTreeDock::_do_reparent(Node *p_new_parent, int p_position_in_parent, V
editor_data->get_undo_redo().create_action(TTR("Reparent Node"));
List<Pair<NodePath, NodePath>> path_renames;
Map<Node *, NodePath> path_renames;
Vector<StringName> former_names;
int inc = 0;
@ -1797,21 +1773,24 @@ void SceneTreeDock::_do_reparent(Node *p_new_parent, int p_position_in_parent, V
// Name was modified, fix the path renames.
if (old_name.casecmp_to(new_name) != 0) {
// Fix the to name to have the new name.
NodePath old_new_name = path_renames[ni].second;
NodePath new_path;
Map<Node *, NodePath>::Element *found_path = path_renames.find(node);
if (found_path) {
NodePath old_new_name = found_path->get();
Vector<StringName> unfixed_new_names = old_new_name.get_names();
Vector<StringName> fixed_new_names;
Vector<StringName> unfixed_new_names = old_new_name.get_names();
Vector<StringName> fixed_new_names;
// Get last name and replace with fixed new name.
for (int a = 0; a < (unfixed_new_names.size() - 1); a++) {
fixed_new_names.push_back(unfixed_new_names[a]);
// Get last name and replace with fixed new name.
for (int a = 0; a < (unfixed_new_names.size() - 1); a++) {
fixed_new_names.push_back(unfixed_new_names[a]);
}
fixed_new_names.push_back(new_name);
NodePath fixed_node_path = NodePath(fixed_new_names, true);
path_renames[node] = fixed_node_path;
} else {
ERR_PRINT("Internal error. Can't find renamed path for node '" + node->get_path() + "'");
}
fixed_new_names.push_back(new_name);
NodePath fixed_node_path = NodePath(fixed_new_names, true);
path_renames[ni].second = fixed_node_path;
}
editor_data->get_undo_redo().add_do_method(sed, "live_debug_reparent_node", edited_scene->get_path_to(node), edited_scene->get_path_to(new_parent), new_name, p_position_in_parent + inc);
@ -2020,7 +1999,7 @@ void SceneTreeDock::_delete_confirm(bool p_cut) {
} else {
remove_list.sort_custom<Node::Comparator>(); //sort nodes to keep positions
List<Pair<NodePath, NodePath>> path_renames;
Map<Node *, NodePath> path_renames;
//delete from animation
for (List<Node *>::Element *E = remove_list.front(); E; E = E->next()) {

View file

@ -216,7 +216,7 @@ class SceneTreeDock : public VBoxContainer {
void _update_script_button();
Node *_get_selection_group_tail(Node *p_node, List<Node *> p_list);
void _fill_path_renames(Vector<StringName> base_path, Vector<StringName> new_base_path, Node *p_node, List<Pair<NodePath, NodePath>> *p_renames);
void _fill_path_renames(Vector<StringName> base_path, Vector<StringName> new_base_path, Node *p_node, Map<Node *, NodePath> *p_renames);
void _normalize_drop(Node *&to_node, int &to_pos, int p_type);
@ -249,8 +249,8 @@ class SceneTreeDock : public VBoxContainer {
bool profile_allow_editing;
bool profile_allow_script_editing;
static bool _update_node_path(const NodePath &p_root_path, NodePath &r_node_path, List<Pair<NodePath, NodePath>> *p_renames);
static bool _check_node_path_recursive(const NodePath &p_root_path, Variant &r_variant, List<Pair<NodePath, NodePath>> *p_renames);
bool _update_node_path(Node *p_root_node, NodePath &r_node_path, Map<Node *, NodePath> *p_renames) const;
bool _check_node_path_recursive(Node *p_root_node, Variant &r_variant, Map<Node *, NodePath> *p_renames) const;
protected:
void _notification(int p_what);
@ -267,8 +267,8 @@ public:
void instance(const String &p_file);
void instance_scenes(const Vector<String> &p_files, Node *p_parent = nullptr);
void set_selected(Node *p_node, bool p_emit_selected = false);
void fill_path_renames(Node *p_node, Node *p_new_parent, List<Pair<NodePath, NodePath>> *p_renames);
void perform_node_renames(Node *p_base, List<Pair<NodePath, NodePath>> *p_renames, Map<Ref<Animation>, Set<int>> *r_rem_anims = nullptr);
void fill_path_renames(Node *p_node, Node *p_new_parent, Map<Node *, NodePath> *p_renames);
void perform_node_renames(Node *p_base, Map<Node *, NodePath> *p_renames, Map<Ref<Animation>, Set<int>> *r_rem_anims = nullptr);
SceneTreeEditor *get_tree_editor() { return scene_tree; }
EditorData *get_editor_data() { return editor_data; }