WIP bugfix for existing connections
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parent
4bf1654272
commit
9de33e18f1
4 changed files with 140 additions and 15 deletions
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@ -1121,6 +1121,38 @@ Node *Node::get_owner() const {
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return data.owner;
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}
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Node* Node::find_common_parent_with(const Node *p_node) const {
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if (this==p_node)
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return const_cast<Node*>(p_node);
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Set<const Node*> visited;
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const Node *n=this;
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while(n) {
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visited.insert(n);
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n=n->data.parent;
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}
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const Node *common_parent=p_node;
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while(common_parent) {
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if (visited.has(common_parent))
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break;
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common_parent=common_parent->data.parent;
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}
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if (!common_parent)
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return NULL;
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return const_cast<Node*>(common_parent);
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}
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NodePath Node::get_path_to(const Node *p_node) const {
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ERR_FAIL_NULL_V(p_node,NodePath());
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@ -215,6 +215,7 @@ public:
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NodePath get_path() const;
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NodePath get_path_to(const Node *p_node) const;
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Node* find_common_parent_with(const Node *p_node) const;
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void add_to_group(const StringName& p_identifier,bool p_persistent=false);
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void remove_from_group(const StringName& p_identifier);
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@ -732,22 +732,81 @@ Error SceneState::_parse_connections(Node *p_owner,Node *p_node, Map<StringName,
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// only connections that originate or end into main saved scene are saved
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// everything else is discarded
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Node *n=c.target->cast_to<Node>();
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if (!n) {
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Node *target=c.target->cast_to<Node>();
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if (!target) {
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continue;
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}
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//source node is outside saved scene?
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bool src_is_out = p_node!=p_owner && (p_node->get_filename()!=String() || p_node->get_owner()!=p_owner);
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//target node is outside saved scene?
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bool dst_is_out = n!=p_owner && (n->get_filename()!=String() || n->get_owner()!=p_owner);
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//find if this connection already exists
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Node *common_parent = target->find_common_parent_with(p_node);
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//if both are out, ignore connection
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if (src_is_out && dst_is_out) {
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ERR_CONTINUE(!common_parent);
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if (common_parent!=p_owner && common_parent->get_filename()==String()) {
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common_parent=common_parent->get_owner();
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}
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bool exists=false;
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//go through ownership chain to see if this exists
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while(common_parent) {
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print_line("AT : "+String(p_owner->get_path_to(target)));
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print_line("CP : "+String(p_owner->get_path_to(common_parent)));
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Ref<SceneState> ps;
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if (common_parent==p_owner)
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ps=common_parent->get_scene_inherited_state();
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else
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ps=common_parent->get_scene_instance_state();
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if (ps.is_valid()) {
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print_line("PS VALID");
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NodePath signal_from = common_parent->get_path_to(p_node);
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NodePath signal_to = common_parent->get_path_to(target);
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int path_from = ps->find_node_by_path(signal_from);
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int path_to = ps->find_node_by_path(signal_to);
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int signal_name = ps->find_name(c.signal);
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int method_name = ps->find_name(c.method);
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print_line("path_from "+itos(path_from));
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print_line("path_to "+itos(path_to));
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print_line("signal_name "+itos(signal_name));
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print_line("method_name "+itos(method_name));
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if (path_from>=0 && path_to>=0 && signal_name>=0 && method_name>=0) {
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//if valid
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print_line("EXISTS");
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if (ps->has_connection(path_from,signal_name,path_to,method_name)) {
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print_line("YES");
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exists=true;
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break;
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}
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}
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}
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if (common_parent==p_owner)
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break;
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else
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common_parent=common_parent->get_owner();
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}
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if (exists) { //already exists (comes from instance or inheritance), so don't save
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continue;
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}
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{
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Node *nl=p_node;
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@ -760,7 +819,7 @@ Error SceneState::_parse_connections(Node *p_owner,Node *p_node, Map<StringName,
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Ref<SceneState> state = nl->get_scene_inherited_state();
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if (state.is_valid()) {
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int from_node = state->find_node_by_path(nl->get_path_to(p_node));
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int to_node = state->find_node_by_path(nl->get_path_to(n));
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int to_node = state->find_node_by_path(nl->get_path_to(target));
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if (from_node>=0 && to_node>=0) {
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//this one has state for this node, save
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@ -778,7 +837,7 @@ Error SceneState::_parse_connections(Node *p_owner,Node *p_node, Map<StringName,
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Ref<SceneState> state = nl->get_scene_instance_state();
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if (state.is_valid()) {
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int from_node = state->find_node_by_path(nl->get_path_to(p_node));
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int to_node = state->find_node_by_path(nl->get_path_to(n));
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int to_node = state->find_node_by_path(nl->get_path_to(target));
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if (from_node>=0 && to_node>=0) {
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//this one has state for this node, save
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@ -819,14 +878,14 @@ Error SceneState::_parse_connections(Node *p_owner,Node *p_node, Map<StringName,
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int target_id;
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if (node_map.has(n)) {
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target_id=node_map[n];
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if (node_map.has(target)) {
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target_id=node_map[target];
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} else {
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if (nodepath_map.has(n)) {
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target_id=FLAG_ID_IS_PATH|nodepath_map[n];
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if (nodepath_map.has(target)) {
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target_id=FLAG_ID_IS_PATH|nodepath_map[target];
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} else {
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int sidx=nodepath_map.size();
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nodepath_map[n]=sidx;
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nodepath_map[target]=sidx;
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target_id=FLAG_ID_IS_PATH|sidx;
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}
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}
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@ -1478,6 +1537,8 @@ StringName SceneState::get_connection_method(int p_idx) const{
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return names[connections[p_idx].method];
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}
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int SceneState::get_connection_flags(int p_idx) const{
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ERR_FAIL_INDEX_V(p_idx,connections.size(),-1);
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@ -1494,6 +1555,24 @@ Array SceneState::get_connection_binds(int p_idx) const {
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return binds;
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}
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bool SceneState::has_connection(int p_node_from, int p_signal, int p_node_to, int p_method) const {
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for(int i=0;i<connections.size();i++) {
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const ConnectionData &c = connections[i];
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print_line("from: "+itos(c.from)+" vs "+itos(p_node_from));
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print_line("to: "+itos(c.to)+" vs "+itos(p_node_to));
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print_line("signal: "+itos(c.signal)+" vs "+itos(p_signal));
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print_line("method: "+itos(c.method)+" vs "+itos(p_method));
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if (c.from==p_node_from && c.signal==p_signal && c.to==p_node_to && c.method==p_method) {
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return true;
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}
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}
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return false;
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}
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Vector<NodePath> SceneState::get_editable_instances() const {
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return editable_instances;
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}
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@ -1505,6 +1584,16 @@ int SceneState::add_name(const StringName& p_name) {
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return names.size()-1;
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}
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int SceneState::find_name(const StringName& p_name) const {
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for(int i=0;i<names.size();i++) {
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if (names[i]==p_name)
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return i;
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}
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return -1;
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}
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int SceneState::add_value(const Variant& p_value) {
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variants.push_back(p_value);
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@ -163,11 +163,14 @@ public:
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int get_connection_flags(int p_idx) const;
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Array get_connection_binds(int p_idx) const;
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bool has_connection(int p_node_from, int p_signal, int p_node_to, int p_method) const;
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Vector<NodePath> get_editable_instances() const;
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//build API
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int add_name(const StringName& p_name);
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int find_name(const StringName& p_name) const;
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int add_value(const Variant& p_value);
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int add_node_path(const NodePath& p_path);
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int add_node(int p_parent,int p_owner,int p_type,int p_name, int p_instance);
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