Merge pull request #69252 from godotengine/revert-67831-scene-tree-fix-storing-removed-nodes
Revert "`SceneTree` Fix storing removed nodes to be skipped by the group calls"
This commit is contained in:
commit
860884bde7
2 changed files with 10 additions and 13 deletions
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@ -123,9 +123,6 @@ void SceneTree::tree_changed() {
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void SceneTree::node_added(Node *p_node) {
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emit_signal(node_added_name, p_node);
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if (call_lock > 0) {
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call_skip.erase(p_node->get_instance_id());
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}
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}
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void SceneTree::node_removed(Node *p_node) {
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@ -134,7 +131,7 @@ void SceneTree::node_removed(Node *p_node) {
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}
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emit_signal(node_removed_name, p_node);
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if (call_lock > 0) {
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call_skip.insert(p_node->get_instance_id());
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call_skip.insert(p_node);
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}
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}
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@ -264,7 +261,7 @@ void SceneTree::call_group_flagsp(uint32_t p_call_flags, const StringName &p_gro
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if (p_call_flags & GROUP_CALL_REVERSE) {
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for (int i = gr_node_count - 1; i >= 0; i--) {
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if (call_lock && call_skip.has(gr_nodes[i]->get_instance_id())) {
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if (call_lock && call_skip.has(gr_nodes[i])) {
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continue;
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}
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@ -278,7 +275,7 @@ void SceneTree::call_group_flagsp(uint32_t p_call_flags, const StringName &p_gro
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} else {
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for (int i = 0; i < gr_node_count; i++) {
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if (call_lock && call_skip.has(gr_nodes[i]->get_instance_id())) {
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if (call_lock && call_skip.has(gr_nodes[i])) {
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continue;
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}
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@ -317,7 +314,7 @@ void SceneTree::notify_group_flags(uint32_t p_call_flags, const StringName &p_gr
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if (p_call_flags & GROUP_CALL_REVERSE) {
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for (int i = gr_node_count - 1; i >= 0; i--) {
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if (call_lock && call_skip.has(gr_nodes[i]->get_instance_id())) {
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if (call_lock && call_skip.has(gr_nodes[i])) {
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continue;
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}
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@ -330,7 +327,7 @@ void SceneTree::notify_group_flags(uint32_t p_call_flags, const StringName &p_gr
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} else {
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for (int i = 0; i < gr_node_count; i++) {
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if (call_lock && call_skip.has(gr_nodes[i]->get_instance_id())) {
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if (call_lock && call_skip.has(gr_nodes[i])) {
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continue;
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}
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@ -368,7 +365,7 @@ void SceneTree::set_group_flags(uint32_t p_call_flags, const StringName &p_group
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if (p_call_flags & GROUP_CALL_REVERSE) {
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for (int i = gr_node_count - 1; i >= 0; i--) {
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if (call_lock && call_skip.has(gr_nodes[i]->get_instance_id())) {
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if (call_lock && call_skip.has(gr_nodes[i])) {
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continue;
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}
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@ -381,7 +378,7 @@ void SceneTree::set_group_flags(uint32_t p_call_flags, const StringName &p_group
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} else {
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for (int i = 0; i < gr_node_count; i++) {
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if (call_lock && call_skip.has(gr_nodes[i]->get_instance_id())) {
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if (call_lock && call_skip.has(gr_nodes[i])) {
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continue;
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}
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@ -857,7 +854,7 @@ void SceneTree::_notify_group_pause(const StringName &p_group, int p_notificatio
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for (int i = 0; i < gr_node_count; i++) {
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Node *n = gr_nodes[i];
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if (call_lock && call_skip.has(n->get_instance_id())) {
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if (call_lock && call_skip.has(n)) {
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continue;
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}
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@ -907,7 +904,7 @@ void SceneTree::_call_input_pause(const StringName &p_group, CallInputType p_cal
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}
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Node *n = gr_nodes[i];
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if (call_lock && call_skip.has(n->get_instance_id())) {
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if (call_lock && call_skip.has(n)) {
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continue;
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}
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@ -135,7 +135,7 @@ private:
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// Safety for when a node is deleted while a group is being called.
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int call_lock = 0;
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HashSet<ObjectID> call_skip; // Skip erased nodes. Store ID instead of pointer to avoid false positives when node is freed and a new node is allocated at the pointed address.
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HashSet<Node *> call_skip; // Skip erased nodes.
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List<ObjectID> delete_queue;
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