Remove redundant check from thread guards
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c3e512eda4
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1 changed files with 7 additions and 4 deletions
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@ -541,19 +541,22 @@ public:
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}
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}
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_FORCE_INLINE_ bool is_accessible_from_caller_thread() const {
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_FORCE_INLINE_ bool is_accessible_from_caller_thread() const {
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if (current_process_thread_group == nullptr) {
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if (current_process_thread_group == nullptr) {
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// Not thread processing. Only accessible if node is outside the scene tree,
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// No thread processing.
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// if accessing from the main thread or being loaded.
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// Only accessible if node is outside the scene tree
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// or access will happen from a node-safe thread.
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return !data.inside_tree || is_current_thread_safe_for_nodes();
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return !data.inside_tree || is_current_thread_safe_for_nodes();
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} else {
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} else {
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// Thread processing
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// Thread processing.
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return current_process_thread_group == data.process_thread_group_owner;
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return current_process_thread_group == data.process_thread_group_owner;
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}
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}
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}
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}
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_FORCE_INLINE_ bool is_readable_from_caller_thread() const {
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_FORCE_INLINE_ bool is_readable_from_caller_thread() const {
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if (current_process_thread_group == nullptr) {
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if (current_process_thread_group == nullptr) {
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return Thread::is_main_thread() || is_current_thread_safe_for_nodes();
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// No thread processing.
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return is_current_thread_safe_for_nodes();
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} else {
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} else {
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// Thread processing.
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return true;
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return true;
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}
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}
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}
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}
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