fix bug where signals from scene instances are included in packed scenes
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e4e024ab88
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b19b1eda36
3 changed files with 74 additions and 5 deletions
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@ -572,7 +572,7 @@ public:
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CONNECT_PERSIST = 2, // hint for scene to save this connection
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CONNECT_ONE_SHOT = 4,
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CONNECT_REFERENCE_COUNTED = 8,
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CONNECT_INHERITED = 16, // Used in editor builds.
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CONNECT_INHERITED = 16, // Whether or not the connection is in an instance of a scene
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};
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struct Connection {
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@ -1034,6 +1034,7 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Has
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}
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Error SceneState::_parse_connections(Node *p_owner, Node *p_node, HashMap<StringName, int> &name_map, HashMap<Variant, int, VariantHasher, VariantComparator> &variant_map, HashMap<Node *, int> &node_map, HashMap<Node *, int> &nodepath_map) {
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// Ignore nodes that are within a scene instance
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if (p_node != p_owner && p_node->get_owner() && p_node->get_owner() != p_owner && !p_owner->is_editable_instance(p_node->get_owner())) {
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return OK;
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}
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@ -1054,7 +1055,14 @@ Error SceneState::_parse_connections(Node *p_owner, Node *p_node, HashMap<String
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for (const Node::Connection &F : conns) {
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const Node::Connection &c = F;
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if (!(c.flags & CONNECT_PERSIST)) { //only persistent connections get saved
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// Don't save connections that are not persistent
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if (!(c.flags & CONNECT_PERSIST)) {
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continue;
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}
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// Don't include signals that are from scene instances
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// (They are already saved in the scenes themselves)
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if (bool(c.flags & CONNECT_INHERITED)) {
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continue;
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}
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@ -1220,9 +1228,10 @@ Error SceneState::_parse_connections(Node *p_owner, Node *p_node, HashMap<String
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}
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}
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// Recursively parse child connections
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for (int i = 0; i < p_node->get_child_count(); i++) {
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Node *c = p_node->get_child(i);
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Error err = _parse_connections(p_owner, c, name_map, variant_map, node_map, nodepath_map);
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Node *child = p_node->get_child(i);
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Error err = _parse_connections(p_owner, child, name_map, variant_map, node_map, nodepath_map);
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if (err) {
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return err;
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}
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@ -32,7 +32,6 @@
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#define TEST_PACKED_SCENE_H
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#include "scene/resources/packed_scene.h"
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#include "tests/test_macros.h"
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namespace TestPackedScene {
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@ -56,6 +55,67 @@ TEST_CASE("[PackedScene] Pack Scene and Retrieve State") {
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memdelete(scene);
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}
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TEST_CASE("[PackedScene] Test That Correct Signals are Preserved when Packing Scene") {
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// Create main scene
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// root
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// `- sub_node (local)
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// `- sub_scene (instance of another scene)
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// `- sub_scene_node (owned by sub_scene)
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Node *main_scene_root = memnew(Node);
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Node *sub_node = memnew(Node);
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Node *sub_scene_root = memnew(Node);
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Node *sub_scene_node = memnew(Node);
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main_scene_root->add_child(sub_node);
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sub_node->set_owner(main_scene_root);
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sub_scene_root->add_child(sub_scene_node);
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sub_scene_node->set_owner(sub_scene_root);
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main_scene_root->add_child(sub_scene_root);
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sub_scene_root->set_owner(main_scene_root);
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SUBCASE("Signals that should be saved") {
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int main_flags = Object::CONNECT_PERSIST;
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// sub node to a node in main scene
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sub_node->connect("ready", callable_mp(main_scene_root, &Node::is_ready), main_flags);
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// subscene root to a node in main scene
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sub_scene_root->connect("ready", callable_mp(main_scene_root, &Node::is_ready), main_flags);
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//subscene root to subscene root (connected within main scene)
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sub_scene_root->connect("ready", callable_mp(sub_scene_root, &Node::is_ready), main_flags);
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// Pack the scene.
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PackedScene packed_scene;
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const Error err = packed_scene.pack(main_scene_root);
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CHECK(err == OK);
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// Make sure the right connections are in packed scene
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Ref<SceneState> state = packed_scene.get_state();
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CHECK_EQ(state->get_connection_count(), 3);
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}
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SUBCASE("Signals that should not be saved") {
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int subscene_flags = Object::CONNECT_PERSIST | Object::CONNECT_INHERITED;
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// subscene node to itself
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sub_scene_node->connect("ready", callable_mp(sub_scene_node, &Node::is_ready), subscene_flags);
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// subscene node to subscene root
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sub_scene_node->connect("ready", callable_mp(sub_scene_root, &Node::is_ready), subscene_flags);
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//subscene root to subscene root (connected within sub scene)
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sub_scene_root->connect("ready", callable_mp(sub_scene_root, &Node::is_ready), subscene_flags);
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// Pack the scene.
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PackedScene packed_scene;
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const Error err = packed_scene.pack(main_scene_root);
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CHECK(err == OK);
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// Make sure the right connections are in packed scene
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Ref<SceneState> state = packed_scene.get_state();
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CHECK_EQ(state->get_connection_count(), 0);
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}
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memdelete(main_scene_root);
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}
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TEST_CASE("[PackedScene] Clear Packed Scene") {
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// Create a scene to pack.
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Node *scene = memnew(Node);
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