virtualx-engine/scene/main/scene_tree.cpp
Juan Linietsky bf1f83ed29 Small fix that makes overal UI (including dragging spliiters) much, much faster.
Flushing messages meant that for every event, UI was reaccomodating everything. This is relly slow.
Messages will have to happen sometime later, during iteration most likely.
I still can't fix the overall code editor slowness on Mesa+Radeon, I suspect it's a driver issue.
2017-08-18 23:01:27 -03:00

2376 lines
65 KiB
C++

/*************************************************************************/
/* scene_main_loop.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "scene_tree.h"
#include "message_queue.h"
#include "node.h"
#include "os/keyboard.h"
#include "os/os.h"
#include "print_string.h"
#include "project_settings.h"
#include <stdio.h>
//#include "servers/spatial_sound_2d_server.h"
#include "io/marshalls.h"
#include "io/resource_loader.h"
#include "scene/resources/material.h"
#include "scene/resources/mesh.h"
#include "scene/resources/packed_scene.h"
#include "scene/scene_string_names.h"
#include "servers/physics_2d_server.h"
#include "servers/physics_server.h"
#include "viewport.h"
void SceneTreeTimer::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_time_left", "time"), &SceneTreeTimer::set_time_left);
ClassDB::bind_method(D_METHOD("get_time_left"), &SceneTreeTimer::get_time_left);
ADD_SIGNAL(MethodInfo("timeout"));
}
void SceneTreeTimer::set_time_left(float p_time) {
time_left = p_time;
}
float SceneTreeTimer::get_time_left() const {
return time_left;
}
void SceneTreeTimer::set_pause_mode_process(bool p_pause_mode_process) {
if (process_pause != p_pause_mode_process) {
process_pause = p_pause_mode_process;
}
}
bool SceneTreeTimer::is_pause_mode_process() {
return process_pause;
}
SceneTreeTimer::SceneTreeTimer() {
time_left = 0;
process_pause = true;
}
void SceneTree::tree_changed() {
tree_version++;
emit_signal(tree_changed_name);
}
void SceneTree::node_removed(Node *p_node) {
if (current_scene == p_node) {
current_scene = NULL;
}
emit_signal(node_removed_name, p_node);
if (call_lock > 0)
call_skip.insert(p_node);
}
SceneTree::Group *SceneTree::add_to_group(const StringName &p_group, Node *p_node) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
if (!E) {
E = group_map.insert(p_group, Group());
}
if (E->get().nodes.find(p_node) != -1) {
ERR_EXPLAIN("Already in group: " + p_group);
ERR_FAIL_V(&E->get());
}
E->get().nodes.push_back(p_node);
//E->get().last_tree_version=0;
E->get().changed = true;
return &E->get();
}
void SceneTree::remove_from_group(const StringName &p_group, Node *p_node) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
ERR_FAIL_COND(!E);
E->get().nodes.erase(p_node);
if (E->get().nodes.empty())
group_map.erase(E);
}
void SceneTree::_flush_transform_notifications() {
SelfList<Node> *n = xform_change_list.first();
while (n) {
Node *node = n->self();
SelfList<Node> *nx = n->next();
xform_change_list.remove(n);
n = nx;
node->notification(NOTIFICATION_TRANSFORM_CHANGED);
}
}
void SceneTree::_flush_ugc() {
ugc_locked = true;
while (unique_group_calls.size()) {
Map<UGCall, Vector<Variant> >::Element *E = unique_group_calls.front();
Variant v[VARIANT_ARG_MAX];
for (int i = 0; i < E->get().size(); i++)
v[i] = E->get()[i];
call_group_flags(GROUP_CALL_REALTIME, E->key().group, E->key().call, v[0], v[1], v[2], v[3], v[4]);
unique_group_calls.erase(E);
}
ugc_locked = false;
}
void SceneTree::_update_group_order(Group &g) {
if (!g.changed)
return;
if (g.nodes.empty())
return;
Node **nodes = &g.nodes[0];
int node_count = g.nodes.size();
SortArray<Node *, Node::Comparator> node_sort;
node_sort.sort(nodes, node_count);
g.changed = false;
}
void SceneTree::call_group_flags(uint32_t p_call_flags, const StringName &p_group, const StringName &p_function, VARIANT_ARG_DECLARE) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
if (!E)
return;
Group &g = E->get();
if (g.nodes.empty())
return;
if (p_call_flags & GROUP_CALL_UNIQUE && !(p_call_flags & GROUP_CALL_REALTIME)) {
ERR_FAIL_COND(ugc_locked);
UGCall ug;
ug.call = p_function;
ug.group = p_group;
if (unique_group_calls.has(ug))
return;
VARIANT_ARGPTRS;
Vector<Variant> args;
for (int i = 0; i < VARIANT_ARG_MAX; i++) {
if (argptr[i]->get_type() == Variant::NIL)
break;
args.push_back(*argptr[i]);
}
unique_group_calls[ug] = args;
return;
}
_update_group_order(g);
Vector<Node *> nodes_copy = g.nodes;
Node **nodes = &nodes_copy[0];
int node_count = nodes_copy.size();
call_lock++;
if (p_call_flags & GROUP_CALL_REVERSE) {
for (int i = node_count - 1; i >= 0; i--) {
if (call_lock && call_skip.has(nodes[i]))
continue;
if (p_call_flags & GROUP_CALL_REALTIME) {
if (p_call_flags & GROUP_CALL_MULTILEVEL)
nodes[i]->call_multilevel(p_function, VARIANT_ARG_PASS);
else
nodes[i]->call(p_function, VARIANT_ARG_PASS);
} else
MessageQueue::get_singleton()->push_call(nodes[i], p_function, VARIANT_ARG_PASS);
}
} else {
for (int i = 0; i < node_count; i++) {
if (call_lock && call_skip.has(nodes[i]))
continue;
if (p_call_flags & GROUP_CALL_REALTIME) {
if (p_call_flags & GROUP_CALL_MULTILEVEL)
nodes[i]->call_multilevel(p_function, VARIANT_ARG_PASS);
else
nodes[i]->call(p_function, VARIANT_ARG_PASS);
} else
MessageQueue::get_singleton()->push_call(nodes[i], p_function, VARIANT_ARG_PASS);
}
}
call_lock--;
if (call_lock == 0)
call_skip.clear();
}
void SceneTree::notify_group_flags(uint32_t p_call_flags, const StringName &p_group, int p_notification) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
if (!E)
return;
Group &g = E->get();
if (g.nodes.empty())
return;
_update_group_order(g);
Vector<Node *> nodes_copy = g.nodes;
Node **nodes = &nodes_copy[0];
int node_count = nodes_copy.size();
call_lock++;
if (p_call_flags & GROUP_CALL_REVERSE) {
for (int i = node_count - 1; i >= 0; i--) {
if (call_lock && call_skip.has(nodes[i]))
continue;
if (p_call_flags & GROUP_CALL_REALTIME)
nodes[i]->notification(p_notification);
else
MessageQueue::get_singleton()->push_notification(nodes[i], p_notification);
}
} else {
for (int i = 0; i < node_count; i++) {
if (call_lock && call_skip.has(nodes[i]))
continue;
if (p_call_flags & GROUP_CALL_REALTIME)
nodes[i]->notification(p_notification);
else
MessageQueue::get_singleton()->push_notification(nodes[i], p_notification);
}
}
call_lock--;
if (call_lock == 0)
call_skip.clear();
}
void SceneTree::set_group_flags(uint32_t p_call_flags, const StringName &p_group, const String &p_name, const Variant &p_value) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
if (!E)
return;
Group &g = E->get();
if (g.nodes.empty())
return;
_update_group_order(g);
Vector<Node *> nodes_copy = g.nodes;
Node **nodes = &nodes_copy[0];
int node_count = nodes_copy.size();
call_lock++;
if (p_call_flags & GROUP_CALL_REVERSE) {
for (int i = node_count - 1; i >= 0; i--) {
if (call_lock && call_skip.has(nodes[i]))
continue;
if (p_call_flags & GROUP_CALL_REALTIME)
nodes[i]->set(p_name, p_value);
else
MessageQueue::get_singleton()->push_set(nodes[i], p_name, p_value);
}
} else {
for (int i = 0; i < node_count; i++) {
if (call_lock && call_skip.has(nodes[i]))
continue;
if (p_call_flags & GROUP_CALL_REALTIME)
nodes[i]->set(p_name, p_value);
else
MessageQueue::get_singleton()->push_set(nodes[i], p_name, p_value);
}
}
call_lock--;
if (call_lock == 0)
call_skip.clear();
}
void SceneTree::call_group(const StringName &p_group, const StringName &p_function, VARIANT_ARG_DECLARE) {
call_group_flags(0, p_group, VARIANT_ARG_PASS);
}
void SceneTree::notify_group(const StringName &p_group, int p_notification) {
notify_group_flags(0, p_group, p_notification);
}
void SceneTree::set_group(const StringName &p_group, const String &p_name, const Variant &p_value) {
set_group_flags(0, p_group, p_name, p_value);
}
void SceneTree::set_input_as_handled() {
input_handled = true;
}
void SceneTree::input_text(const String &p_text) {
root_lock++;
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_input_text", p_text); //special one for GUI, as controls use their own process check
root_lock--;
}
bool SceneTree::is_input_handled() {
return input_handled;
}
void SceneTree::input_event(const Ref<InputEvent> &p_event) {
if (is_editor_hint() && (p_event->cast_to<InputEventJoypadButton>() || p_event->cast_to<InputEventJoypadMotion>()))
return; //avoid joy input on editor
root_lock++;
//last_id=p_event.ID;
input_handled = false;
Ref<InputEvent> ev = p_event;
ev->set_id(++last_id); //this should work better
MainLoop::input_event(ev);
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_input", ev); //special one for GUI, as controls use their own process check
if (ScriptDebugger::get_singleton() && ScriptDebugger::get_singleton()->is_remote()) {
//quit from game window using F8
Ref<InputEventKey> k = ev;
if (k.is_valid() && k->is_pressed() && !k->is_echo() && k->get_scancode() == KEY_F8) {
ScriptDebugger::get_singleton()->request_quit();
}
}
_flush_ugc();
root_lock--;
//MessageQueue::get_singleton()->flush(); //flushing here causes UI and other places slowness
root_lock++;
if (!input_handled) {
#if 0
_call_input_pause("unhandled_input","_unhandled_input",ev);
//call_group(GROUP_CALL_REVERSE|GROUP_CALL_REALTIME|GROUP_CALL_MULIILEVEL,"unhandled_input","_unhandled_input",ev);
if (!input_handled && ev.type==InputEvent::KEY) {
_call_input_pause("unhandled_key_input","_unhandled_key_input",ev);
//call_group(GROUP_CALL_REVERSE|GROUP_CALL_REALTIME|GROUP_CALL_MULIILEVEL,"unhandled_key_input","_unhandled_key_input",ev);
}
#else
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_unhandled_input", ev); //special one for GUI, as controls use their own process check
#endif
input_handled = true;
_flush_ugc();
root_lock--;
//MessageQueue::get_singleton()->flush(); //flushing here causes UI and other places slowness
} else {
input_handled = true;
root_lock--;
}
_call_idle_callbacks();
}
void SceneTree::init() {
//_quit=false;
initialized = true;
input_handled = false;
pause = false;
root->_set_tree(this);
MainLoop::init();
}
bool SceneTree::iteration(float p_time) {
root_lock++;
current_frame++;
_flush_transform_notifications();
MainLoop::iteration(p_time);
fixed_process_time = p_time;
emit_signal("fixed_frame");
_notify_group_pause("fixed_process_internal", Node::NOTIFICATION_INTERNAL_FIXED_PROCESS);
_notify_group_pause("fixed_process", Node::NOTIFICATION_FIXED_PROCESS);
_flush_ugc();
MessageQueue::get_singleton()->flush(); //small little hack
_flush_transform_notifications();
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "update_worlds");
root_lock--;
_flush_delete_queue();
_call_idle_callbacks();
return _quit;
}
bool SceneTree::idle(float p_time) {
//print_line("ram: "+itos(OS::get_singleton()->get_static_memory_usage())+" sram: "+itos(OS::get_singleton()->get_dynamic_memory_usage()));
//print_line("node count: "+itos(get_node_count()));
//print_line("TEXTURE RAM: "+itos(VS::get_singleton()->get_render_info(VS::INFO_TEXTURE_MEM_USED)));
root_lock++;
MainLoop::idle(p_time);
idle_process_time = p_time;
_network_poll();
emit_signal("idle_frame");
MessageQueue::get_singleton()->flush(); //small little hack
_flush_transform_notifications();
_notify_group_pause("idle_process_internal", Node::NOTIFICATION_INTERNAL_PROCESS);
_notify_group_pause("idle_process", Node::NOTIFICATION_PROCESS);
Size2 win_size = Size2(OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height);
if (win_size != last_screen_size) {
last_screen_size = win_size;
_update_root_rect();
emit_signal("screen_resized");
}
_flush_ugc();
MessageQueue::get_singleton()->flush(); //small little hack
_flush_transform_notifications(); //transforms after world update, to avoid unnecessary enter/exit notifications
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "update_worlds");
root_lock--;
_flush_delete_queue();
//go through timers
for (List<Ref<SceneTreeTimer> >::Element *E = timers.front(); E;) {
List<Ref<SceneTreeTimer> >::Element *N = E->next();
if (pause && !E->get()->is_pause_mode_process()) {
E = N;
continue;
}
float time_left = E->get()->get_time_left();
time_left -= p_time;
E->get()->set_time_left(time_left);
if (time_left < 0) {
E->get()->emit_signal("timeout");
timers.erase(E);
}
E = N;
}
_call_idle_callbacks();
#ifdef TOOLS_ENABLED
if (is_editor_hint()) {
//simple hack to reload fallback environment if it changed from editor
String env_path = ProjectSettings::get_singleton()->get("rendering/environment/default_environment");
env_path = env_path.strip_edges(); //user may have added a space or two
String cpath;
Ref<Environment> fallback = get_root()->get_world()->get_fallback_environment();
if (fallback.is_valid()) {
cpath = fallback->get_path();
}
if (cpath != env_path) {
if (env_path != String()) {
fallback = ResourceLoader::load(env_path);
} else {
fallback.unref();
}
get_root()->get_world()->set_fallback_environment(fallback);
}
}
#endif
return _quit;
}
void SceneTree::finish() {
_flush_delete_queue();
_flush_ugc();
initialized = false;
MainLoop::finish();
if (root) {
root->_set_tree(NULL);
memdelete(root); //delete root
}
}
void SceneTree::quit() {
_quit = true;
}
void SceneTree::_notification(int p_notification) {
switch (p_notification) {
case NOTIFICATION_WM_QUIT_REQUEST: {
get_root()->propagate_notification(p_notification);
if (accept_quit) {
_quit = true;
break;
}
} break;
case NOTIFICATION_WM_GO_BACK_REQUEST: {
get_root()->propagate_notification(p_notification);
if (quit_on_go_back) {
_quit = true;
break;
}
} break;
case NOTIFICATION_OS_MEMORY_WARNING:
case NOTIFICATION_WM_FOCUS_IN:
case NOTIFICATION_WM_FOCUS_OUT: {
get_root()->propagate_notification(p_notification);
} break;
case NOTIFICATION_TRANSLATION_CHANGED: {
if (!is_editor_hint()) {
get_root()->propagate_notification(Node::NOTIFICATION_TRANSLATION_CHANGED);
}
} break;
case NOTIFICATION_WM_UNFOCUS_REQUEST: {
notify_group_flags(GROUP_CALL_REALTIME | GROUP_CALL_MULTILEVEL, "input", NOTIFICATION_WM_UNFOCUS_REQUEST);
} break;
default:
break;
};
};
void SceneTree::set_auto_accept_quit(bool p_enable) {
accept_quit = p_enable;
}
void SceneTree::set_quit_on_go_back(bool p_enable) {
quit_on_go_back = p_enable;
}
#ifdef TOOLS_ENABLED
void SceneTree::set_editor_hint(bool p_enabled) {
editor_hint = p_enabled;
}
bool SceneTree::is_node_being_edited(const Node *p_node) const {
return editor_hint && edited_scene_root && edited_scene_root->is_a_parent_of(p_node);
}
bool SceneTree::is_editor_hint() const {
return editor_hint;
}
#endif
#ifdef DEBUG_ENABLED
void SceneTree::set_debug_collisions_hint(bool p_enabled) {
debug_collisions_hint = p_enabled;
}
bool SceneTree::is_debugging_collisions_hint() const {
return debug_collisions_hint;
}
void SceneTree::set_debug_navigation_hint(bool p_enabled) {
debug_navigation_hint = p_enabled;
}
bool SceneTree::is_debugging_navigation_hint() const {
return debug_navigation_hint;
}
#endif
void SceneTree::set_debug_collisions_color(const Color &p_color) {
debug_collisions_color = p_color;
}
Color SceneTree::get_debug_collisions_color() const {
return debug_collisions_color;
}
void SceneTree::set_debug_collision_contact_color(const Color &p_color) {
debug_collision_contact_color = p_color;
}
Color SceneTree::get_debug_collision_contact_color() const {
return debug_collision_contact_color;
}
void SceneTree::set_debug_navigation_color(const Color &p_color) {
debug_navigation_color = p_color;
}
Color SceneTree::get_debug_navigation_color() const {
return debug_navigation_color;
}
void SceneTree::set_debug_navigation_disabled_color(const Color &p_color) {
debug_navigation_disabled_color = p_color;
}
Color SceneTree::get_debug_navigation_disabled_color() const {
return debug_navigation_disabled_color;
}
Ref<Material> SceneTree::get_debug_navigation_material() {
if (navigation_material.is_valid())
return navigation_material;
Ref<SpatialMaterial> line_material = Ref<SpatialMaterial>(memnew(SpatialMaterial));
line_material->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
line_material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
line_material->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
line_material->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
line_material->set_albedo(get_debug_navigation_color());
navigation_material = line_material;
return navigation_material;
}
Ref<Material> SceneTree::get_debug_navigation_disabled_material() {
if (navigation_disabled_material.is_valid())
return navigation_disabled_material;
Ref<SpatialMaterial> line_material = Ref<SpatialMaterial>(memnew(SpatialMaterial));
line_material->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
line_material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
line_material->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
line_material->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
line_material->set_albedo(get_debug_navigation_disabled_color());
navigation_disabled_material = line_material;
return navigation_disabled_material;
}
Ref<Material> SceneTree::get_debug_collision_material() {
if (collision_material.is_valid())
return collision_material;
Ref<SpatialMaterial> line_material = Ref<SpatialMaterial>(memnew(SpatialMaterial));
line_material->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
line_material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
line_material->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
line_material->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
line_material->set_albedo(get_debug_collisions_color());
collision_material = line_material;
return collision_material;
}
Ref<ArrayMesh> SceneTree::get_debug_contact_mesh() {
if (debug_contact_mesh.is_valid())
return debug_contact_mesh;
debug_contact_mesh = Ref<ArrayMesh>(memnew(ArrayMesh));
Ref<SpatialMaterial> mat = Ref<SpatialMaterial>(memnew(SpatialMaterial));
mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
mat->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
mat->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
mat->set_albedo(get_debug_collision_contact_color());
Vector3 diamond[6] = {
Vector3(-1, 0, 0),
Vector3(1, 0, 0),
Vector3(0, -1, 0),
Vector3(0, 1, 0),
Vector3(0, 0, -1),
Vector3(0, 0, 1)
};
int diamond_faces[8 * 3] = {
0, 2, 4,
0, 3, 4,
1, 2, 4,
1, 3, 4,
0, 2, 5,
0, 3, 5,
1, 2, 5,
1, 3, 5,
};
PoolVector<int> indices;
for (int i = 0; i < 8 * 3; i++)
indices.push_back(diamond_faces[i]);
PoolVector<Vector3> vertices;
for (int i = 0; i < 6; i++)
vertices.push_back(diamond[i] * 0.1);
Array arr;
arr.resize(Mesh::ARRAY_MAX);
arr[Mesh::ARRAY_VERTEX] = vertices;
arr[Mesh::ARRAY_INDEX] = indices;
debug_contact_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arr);
debug_contact_mesh->surface_set_material(0, mat);
return debug_contact_mesh;
}
void SceneTree::set_pause(bool p_enabled) {
if (p_enabled == pause)
return;
pause = p_enabled;
PhysicsServer::get_singleton()->set_active(!p_enabled);
Physics2DServer::get_singleton()->set_active(!p_enabled);
if (get_root())
get_root()->propagate_notification(p_enabled ? Node::NOTIFICATION_PAUSED : Node::NOTIFICATION_UNPAUSED);
}
bool SceneTree::is_paused() const {
return pause;
}
void SceneTree::_call_input_pause(const StringName &p_group, const StringName &p_method, const Ref<InputEvent> &p_input) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
if (!E)
return;
Group &g = E->get();
if (g.nodes.empty())
return;
_update_group_order(g);
//copy, so copy on write happens in case something is removed from process while being called
//performance is not lost because only if something is added/removed the vector is copied.
Vector<Node *> nodes_copy = g.nodes;
int node_count = nodes_copy.size();
Node **nodes = &nodes_copy[0];
Variant arg = p_input;
const Variant *v[1] = { &arg };
call_lock++;
for (int i = node_count - 1; i >= 0; i--) {
if (input_handled)
break;
Node *n = nodes[i];
if (call_lock && call_skip.has(n))
continue;
if (!n->can_process())
continue;
Variant::CallError ce;
n->call_multilevel(p_method, (const Variant **)v, 1);
//ERR_FAIL_COND(node_count != g.nodes.size());
}
call_lock--;
if (call_lock == 0)
call_skip.clear();
}
void SceneTree::_notify_group_pause(const StringName &p_group, int p_notification) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
if (!E)
return;
Group &g = E->get();
if (g.nodes.empty())
return;
_update_group_order(g);
//copy, so copy on write happens in case something is removed from process while being called
//performance is not lost because only if something is added/removed the vector is copied.
Vector<Node *> nodes_copy = g.nodes;
int node_count = nodes_copy.size();
Node **nodes = &nodes_copy[0];
call_lock++;
for (int i = 0; i < node_count; i++) {
Node *n = nodes[i];
if (call_lock && call_skip.has(n))
continue;
if (!n->can_process())
continue;
n->notification(p_notification);
//ERR_FAIL_COND(node_count != g.nodes.size());
}
call_lock--;
if (call_lock == 0)
call_skip.clear();
}
/*
void SceneMainLoop::_update_listener_2d() {
if (listener_2d.is_valid()) {
SpatialSound2DServer::get_singleton()->listener_set_space( listener_2d, world_2d->get_sound_space() );
}
}
*/
uint32_t SceneTree::get_last_event_id() const {
return last_id;
}
Variant SceneTree::_call_group_flags(const Variant **p_args, int p_argcount, Variant::CallError &r_error) {
r_error.error = Variant::CallError::CALL_OK;
ERR_FAIL_COND_V(p_argcount < 3, Variant());
ERR_FAIL_COND_V(!p_args[0]->is_num(), Variant());
ERR_FAIL_COND_V(p_args[1]->get_type() != Variant::STRING, Variant());
ERR_FAIL_COND_V(p_args[2]->get_type() != Variant::STRING, Variant());
int flags = *p_args[0];
StringName group = *p_args[1];
StringName method = *p_args[2];
Variant v[VARIANT_ARG_MAX];
for (int i = 0; i < MIN(p_argcount - 3, 5); i++) {
v[i] = *p_args[i + 3];
}
call_group_flags(flags, group, method, v[0], v[1], v[2], v[3], v[4]);
return Variant();
}
Variant SceneTree::_call_group(const Variant **p_args, int p_argcount, Variant::CallError &r_error) {
r_error.error = Variant::CallError::CALL_OK;
ERR_FAIL_COND_V(p_argcount < 2, Variant());
ERR_FAIL_COND_V(p_args[0]->get_type() != Variant::STRING, Variant());
ERR_FAIL_COND_V(p_args[1]->get_type() != Variant::STRING, Variant());
StringName group = *p_args[0];
StringName method = *p_args[1];
Variant v[VARIANT_ARG_MAX];
for (int i = 0; i < MIN(p_argcount - 2, 5); i++) {
v[i] = *p_args[i + 2];
}
call_group_flags(0, group, method, v[0], v[1], v[2], v[3], v[4]);
return Variant();
}
int64_t SceneTree::get_frame() const {
return current_frame;
}
Array SceneTree::_get_nodes_in_group(const StringName &p_group) {
Array ret;
Map<StringName, Group>::Element *E = group_map.find(p_group);
if (!E)
return ret;
_update_group_order(E->get()); //update order just in case
int nc = E->get().nodes.size();
if (nc == 0)
return ret;
ret.resize(nc);
Node **ptr = E->get().nodes.ptr();
for (int i = 0; i < nc; i++) {
ret[i] = ptr[i];
}
return ret;
}
bool SceneTree::has_group(const StringName &p_identifier) const {
return group_map.has(p_identifier);
}
void SceneTree::get_nodes_in_group(const StringName &p_group, List<Node *> *p_list) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
if (!E)
return;
_update_group_order(E->get()); //update order just in case
int nc = E->get().nodes.size();
if (nc == 0)
return;
Node **ptr = E->get().nodes.ptr();
for (int i = 0; i < nc; i++) {
p_list->push_back(ptr[i]);
}
}
static void _fill_array(Node *p_node, Array &array, int p_level) {
array.push_back(p_level);
array.push_back(p_node->get_name());
array.push_back(p_node->get_class());
array.push_back(p_node->get_instance_id());
for (int i = 0; i < p_node->get_child_count(); i++) {
_fill_array(p_node->get_child(i), array, p_level + 1);
}
}
void SceneTree::_debugger_request_tree(void *self) {
SceneTree *sml = (SceneTree *)self;
Array arr;
_fill_array(sml->root, arr, 0);
ScriptDebugger::get_singleton()->send_message("scene_tree", arr);
}
void SceneTree::_flush_delete_queue() {
_THREAD_SAFE_METHOD_
while (delete_queue.size()) {
Object *obj = ObjectDB::get_instance(delete_queue.front()->get());
if (obj) {
memdelete(obj);
}
delete_queue.pop_front();
}
}
void SceneTree::queue_delete(Object *p_object) {
_THREAD_SAFE_METHOD_
ERR_FAIL_NULL(p_object);
p_object->_is_queued_for_deletion = true;
delete_queue.push_back(p_object->get_instance_id());
}
int SceneTree::get_node_count() const {
return node_count;
}
void SceneTree::_update_root_rect() {
if (stretch_mode == STRETCH_MODE_DISABLED) {
root->set_size((last_screen_size / stretch_shrink).floor());
root->set_attach_to_screen_rect(Rect2(Point2(), last_screen_size));
root->set_size_override_stretch(false);
root->set_size_override(false, Size2());
return; //user will take care
}
//actual screen video mode
Size2 video_mode = Size2(OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height);
Size2 desired_res = stretch_min;
Size2 viewport_size;
Size2 screen_size;
float viewport_aspect = desired_res.aspect();
float video_mode_aspect = video_mode.aspect();
if (stretch_aspect == STRETCH_ASPECT_IGNORE || ABS(viewport_aspect - video_mode_aspect) < CMP_EPSILON) {
//same aspect or ignore aspect
viewport_size = desired_res;
screen_size = video_mode;
} else if (viewport_aspect < video_mode_aspect) {
// screen ratio is smaller vertically
if (stretch_aspect == STRETCH_ASPECT_KEEP_HEIGHT || stretch_aspect == STRETCH_ASPECT_EXPAND) {
//will stretch horizontally
viewport_size.x = desired_res.y * video_mode_aspect;
viewport_size.y = desired_res.y;
screen_size = video_mode;
} else {
//will need black bars
viewport_size = desired_res;
screen_size.x = video_mode.y * viewport_aspect;
screen_size.y = video_mode.y;
}
} else {
//screen ratio is smaller horizontally
if (stretch_aspect == STRETCH_ASPECT_KEEP_WIDTH || stretch_aspect == STRETCH_ASPECT_EXPAND) {
//will stretch horizontally
viewport_size.x = desired_res.x;
viewport_size.y = desired_res.x / video_mode_aspect;
screen_size = video_mode;
} else {
//will need black bars
viewport_size = desired_res;
screen_size.x = video_mode.x;
screen_size.y = video_mode.x / viewport_aspect;
}
}
screen_size = screen_size.floor();
viewport_size = viewport_size.floor();
Size2 margin;
Size2 offset;
//black bars and margin
if (stretch_aspect != STRETCH_ASPECT_EXPAND && screen_size.x < video_mode.x) {
margin.x = Math::round((video_mode.x - screen_size.x) / 2.0);
VisualServer::get_singleton()->black_bars_set_margins(margin.x, 0, margin.x, 0);
offset.x = Math::round(margin.x * viewport_size.y / screen_size.y);
} else if (stretch_aspect != STRETCH_ASPECT_EXPAND && screen_size.y < video_mode.y) {
margin.y = Math::round((video_mode.y - screen_size.y) / 2.0);
VisualServer::get_singleton()->black_bars_set_margins(0, margin.y, 0, margin.y);
offset.y = Math::round(margin.y * viewport_size.x / screen_size.x);
} else {
VisualServer::get_singleton()->black_bars_set_margins(0, 0, 0, 0);
}
//print_line("VP SIZE: "+viewport_size+" OFFSET: "+offset+" = "+(offset*2+viewport_size));
//print_line("SS: "+video_mode);
switch (stretch_mode) {
case STRETCH_MODE_2D: {
root->set_size((screen_size / stretch_shrink).floor());
root->set_attach_to_screen_rect(Rect2(margin, screen_size));
root->set_size_override_stretch(true);
root->set_size_override(true, (viewport_size / stretch_shrink).floor());
} break;
case STRETCH_MODE_VIEWPORT: {
root->set_size((viewport_size / stretch_shrink).floor());
root->set_attach_to_screen_rect(Rect2(margin, screen_size));
root->set_size_override_stretch(false);
root->set_size_override(false, Size2());
} break;
}
}
void SceneTree::set_screen_stretch(StretchMode p_mode, StretchAspect p_aspect, const Size2 p_minsize, int p_shrink) {
stretch_mode = p_mode;
stretch_aspect = p_aspect;
stretch_min = p_minsize;
stretch_shrink = p_shrink;
_update_root_rect();
}
#ifdef TOOLS_ENABLED
void SceneTree::set_edited_scene_root(Node *p_node) {
edited_scene_root = p_node;
}
Node *SceneTree::get_edited_scene_root() const {
return edited_scene_root;
}
#endif
void SceneTree::set_current_scene(Node *p_scene) {
ERR_FAIL_COND(p_scene && p_scene->get_parent() != root);
current_scene = p_scene;
}
Node *SceneTree::get_current_scene() const {
return current_scene;
}
void SceneTree::_change_scene(Node *p_to) {
if (current_scene) {
memdelete(current_scene);
current_scene = NULL;
}
if (p_to) {
current_scene = p_to;
root->add_child(p_to);
}
}
Error SceneTree::change_scene(const String &p_path) {
Ref<PackedScene> new_scene = ResourceLoader::load(p_path);
if (new_scene.is_null())
return ERR_CANT_OPEN;
return change_scene_to(new_scene);
}
Error SceneTree::change_scene_to(const Ref<PackedScene> &p_scene) {
Node *new_scene = NULL;
if (p_scene.is_valid()) {
new_scene = p_scene->instance();
ERR_FAIL_COND_V(!new_scene, ERR_CANT_CREATE);
}
call_deferred("_change_scene", new_scene);
return OK;
}
Error SceneTree::reload_current_scene() {
ERR_FAIL_COND_V(!current_scene, ERR_UNCONFIGURED);
String fname = current_scene->get_filename();
return change_scene(fname);
}
void SceneTree::add_current_scene(Node *p_current) {
current_scene = p_current;
root->add_child(p_current);
}
#ifdef DEBUG_ENABLED
void SceneTree::_live_edit_node_path_func(const NodePath &p_path, int p_id) {
live_edit_node_path_cache[p_id] = p_path;
}
void SceneTree::_live_edit_res_path_func(const String &p_path, int p_id) {
live_edit_resource_cache[p_id] = p_path;
}
void SceneTree::_live_edit_node_set_func(int p_id, const StringName &p_prop, const Variant &p_value) {
if (!live_edit_node_path_cache.has(p_id))
return;
NodePath np = live_edit_node_path_cache[p_id];
Node *base = NULL;
if (root->has_node(live_edit_root))
base = root->get_node(live_edit_root);
Map<String, Set<Node *> >::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E)
return; //scene not editable
for (Set<Node *>::Element *F = E->get().front(); F; F = F->next()) {
Node *n = F->get();
if (base && !base->is_a_parent_of(n))
continue;
if (!n->has_node(np))
continue;
Node *n2 = n->get_node(np);
n2->set(p_prop, p_value);
}
}
void SceneTree::_live_edit_node_set_res_func(int p_id, const StringName &p_prop, const String &p_value) {
RES r = ResourceLoader::load(p_value);
if (!r.is_valid())
return;
_live_edit_node_set_func(p_id, p_prop, r);
}
void SceneTree::_live_edit_node_call_func(int p_id, const StringName &p_method, VARIANT_ARG_DECLARE) {
if (!live_edit_node_path_cache.has(p_id))
return;
NodePath np = live_edit_node_path_cache[p_id];
Node *base = NULL;
if (root->has_node(live_edit_root))
base = root->get_node(live_edit_root);
Map<String, Set<Node *> >::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E)
return; //scene not editable
for (Set<Node *>::Element *F = E->get().front(); F; F = F->next()) {
Node *n = F->get();
if (base && !base->is_a_parent_of(n))
continue;
if (!n->has_node(np))
continue;
Node *n2 = n->get_node(np);
n2->call(p_method, VARIANT_ARG_PASS);
}
}
void SceneTree::_live_edit_res_set_func(int p_id, const StringName &p_prop, const Variant &p_value) {
if (!live_edit_resource_cache.has(p_id))
return;
String resp = live_edit_resource_cache[p_id];
if (!ResourceCache::has(resp))
return;
RES r = ResourceCache::get(resp);
if (!r.is_valid())
return;
r->set(p_prop, p_value);
}
void SceneTree::_live_edit_res_set_res_func(int p_id, const StringName &p_prop, const String &p_value) {
RES r = ResourceLoader::load(p_value);
if (!r.is_valid())
return;
_live_edit_res_set_func(p_id, p_prop, r);
}
void SceneTree::_live_edit_res_call_func(int p_id, const StringName &p_method, VARIANT_ARG_DECLARE) {
if (!live_edit_resource_cache.has(p_id))
return;
String resp = live_edit_resource_cache[p_id];
if (!ResourceCache::has(resp))
return;
RES r = ResourceCache::get(resp);
if (!r.is_valid())
return;
r->call(p_method, VARIANT_ARG_PASS);
}
void SceneTree::_live_edit_root_func(const NodePath &p_scene_path, const String &p_scene_from) {
live_edit_root = p_scene_path;
live_edit_scene = p_scene_from;
}
void SceneTree::_live_edit_create_node_func(const NodePath &p_parent, const String &p_type, const String &p_name) {
Node *base = NULL;
if (root->has_node(live_edit_root))
base = root->get_node(live_edit_root);
Map<String, Set<Node *> >::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E)
return; //scene not editable
for (Set<Node *>::Element *F = E->get().front(); F; F = F->next()) {
Node *n = F->get();
if (base && !base->is_a_parent_of(n))
continue;
if (!n->has_node(p_parent))
continue;
Node *n2 = n->get_node(p_parent);
Object *o = ClassDB::instance(p_type);
if (!o)
continue;
Node *no = o->cast_to<Node>();
no->set_name(p_name);
n2->add_child(no);
}
}
void SceneTree::_live_edit_instance_node_func(const NodePath &p_parent, const String &p_path, const String &p_name) {
Ref<PackedScene> ps = ResourceLoader::load(p_path);
if (!ps.is_valid())
return;
Node *base = NULL;
if (root->has_node(live_edit_root))
base = root->get_node(live_edit_root);
Map<String, Set<Node *> >::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E)
return; //scene not editable
for (Set<Node *>::Element *F = E->get().front(); F; F = F->next()) {
Node *n = F->get();
if (base && !base->is_a_parent_of(n))
continue;
if (!n->has_node(p_parent))
continue;
Node *n2 = n->get_node(p_parent);
Node *no = ps->instance();
no->set_name(p_name);
n2->add_child(no);
}
}
void SceneTree::_live_edit_remove_node_func(const NodePath &p_at) {
Node *base = NULL;
if (root->has_node(live_edit_root))
base = root->get_node(live_edit_root);
Map<String, Set<Node *> >::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E)
return; //scene not editable
for (Set<Node *>::Element *F = E->get().front(); F;) {
Set<Node *>::Element *N = F->next();
Node *n = F->get();
if (base && !base->is_a_parent_of(n))
continue;
if (!n->has_node(p_at))
continue;
Node *n2 = n->get_node(p_at);
memdelete(n2);
F = N;
}
}
void SceneTree::_live_edit_remove_and_keep_node_func(const NodePath &p_at, ObjectID p_keep_id) {
Node *base = NULL;
if (root->has_node(live_edit_root))
base = root->get_node(live_edit_root);
Map<String, Set<Node *> >::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E)
return; //scene not editable
for (Set<Node *>::Element *F = E->get().front(); F;) {
Set<Node *>::Element *N = F->next();
Node *n = F->get();
if (base && !base->is_a_parent_of(n))
continue;
if (!n->has_node(p_at))
continue;
Node *n2 = n->get_node(p_at);
n2->get_parent()->remove_child(n2);
live_edit_remove_list[n][p_keep_id] = n2;
F = N;
}
}
void SceneTree::_live_edit_restore_node_func(ObjectID p_id, const NodePath &p_at, int p_at_pos) {
Node *base = NULL;
if (root->has_node(live_edit_root))
base = root->get_node(live_edit_root);
Map<String, Set<Node *> >::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E)
return; //scene not editable
for (Set<Node *>::Element *F = E->get().front(); F;) {
Set<Node *>::Element *N = F->next();
Node *n = F->get();
if (base && !base->is_a_parent_of(n))
continue;
if (!n->has_node(p_at))
continue;
Node *n2 = n->get_node(p_at);
Map<Node *, Map<ObjectID, Node *> >::Element *EN = live_edit_remove_list.find(n);
if (!EN)
continue;
Map<ObjectID, Node *>::Element *FN = EN->get().find(p_id);
if (!FN)
continue;
n2->add_child(FN->get());
EN->get().erase(FN);
if (EN->get().size() == 0) {
live_edit_remove_list.erase(EN);
}
F = N;
}
}
void SceneTree::_live_edit_duplicate_node_func(const NodePath &p_at, const String &p_new_name) {
Node *base = NULL;
if (root->has_node(live_edit_root))
base = root->get_node(live_edit_root);
Map<String, Set<Node *> >::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E)
return; //scene not editable
for (Set<Node *>::Element *F = E->get().front(); F; F = F->next()) {
Node *n = F->get();
if (base && !base->is_a_parent_of(n))
continue;
if (!n->has_node(p_at))
continue;
Node *n2 = n->get_node(p_at);
Node *dup = n2->duplicate(true);
if (!dup)
continue;
dup->set_name(p_new_name);
n2->get_parent()->add_child(dup);
}
}
void SceneTree::_live_edit_reparent_node_func(const NodePath &p_at, const NodePath &p_new_place, const String &p_new_name, int p_at_pos) {
Node *base = NULL;
if (root->has_node(live_edit_root))
base = root->get_node(live_edit_root);
Map<String, Set<Node *> >::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E)
return; //scene not editable
for (Set<Node *>::Element *F = E->get().front(); F; F = F->next()) {
Node *n = F->get();
if (base && !base->is_a_parent_of(n))
continue;
if (!n->has_node(p_at))
continue;
Node *nfrom = n->get_node(p_at);
if (!n->has_node(p_new_place))
continue;
Node *nto = n->get_node(p_new_place);
nfrom->get_parent()->remove_child(nfrom);
nfrom->set_name(p_new_name);
nto->add_child(nfrom);
if (p_at_pos >= 0)
nto->move_child(nfrom, p_at_pos);
}
}
#endif
void SceneTree::drop_files(const Vector<String> &p_files, int p_from_screen) {
emit_signal("files_dropped", p_files, p_from_screen);
MainLoop::drop_files(p_files, p_from_screen);
}
Ref<SceneTreeTimer> SceneTree::create_timer(float p_delay_sec, bool p_process_pause) {
Ref<SceneTreeTimer> stt;
stt.instance();
stt->set_pause_mode_process(p_process_pause);
stt->set_time_left(p_delay_sec);
timers.push_back(stt);
return stt;
}
void SceneTree::_network_peer_connected(int p_id) {
connected_peers.insert(p_id);
path_get_cache.insert(p_id, PathGetCache());
emit_signal("network_peer_connected", p_id);
}
void SceneTree::_network_peer_disconnected(int p_id) {
connected_peers.erase(p_id);
path_get_cache.erase(p_id); //I no longer need your cache, sorry
emit_signal("network_peer_disconnected", p_id);
}
void SceneTree::_connected_to_server() {
emit_signal("connected_to_server");
}
void SceneTree::_connection_failed() {
emit_signal("connection_failed");
}
void SceneTree::_server_disconnected() {
emit_signal("server_disconnected");
}
void SceneTree::set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_network_peer) {
if (network_peer.is_valid()) {
network_peer->disconnect("peer_connected", this, "_network_peer_connected");
network_peer->disconnect("peer_disconnected", this, "_network_peer_disconnected");
network_peer->disconnect("connection_succeeded", this, "_connected_to_server");
network_peer->disconnect("connection_failed", this, "_connection_failed");
network_peer->disconnect("server_disconnected", this, "_server_disconnected");
connected_peers.clear();
path_get_cache.clear();
path_send_cache.clear();
last_send_cache_id = 1;
}
ERR_EXPLAIN("Supplied NetworkedNetworkPeer must be connecting or connected.");
ERR_FAIL_COND(p_network_peer.is_valid() && p_network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED);
network_peer = p_network_peer;
if (network_peer.is_valid()) {
network_peer->connect("peer_connected", this, "_network_peer_connected");
network_peer->connect("peer_disconnected", this, "_network_peer_disconnected");
network_peer->connect("connection_succeeded", this, "_connected_to_server");
network_peer->connect("connection_failed", this, "_connection_failed");
network_peer->connect("server_disconnected", this, "_server_disconnected");
}
}
bool SceneTree::is_network_server() const {
ERR_FAIL_COND_V(!network_peer.is_valid(), false);
return network_peer->is_server();
}
bool SceneTree::has_network_peer() const {
return network_peer.is_valid();
}
int SceneTree::get_network_unique_id() const {
ERR_FAIL_COND_V(!network_peer.is_valid(), 0);
return network_peer->get_unique_id();
}
Vector<int> SceneTree::get_network_connected_peers() const {
ERR_FAIL_COND_V(!network_peer.is_valid(), Vector<int>());
Vector<int> ret;
for (Set<int>::Element *E = connected_peers.front(); E; E = E->next()) {
ret.push_back(E->get());
}
return ret;
}
void SceneTree::set_refuse_new_network_connections(bool p_refuse) {
ERR_FAIL_COND(!network_peer.is_valid());
network_peer->set_refuse_new_connections(p_refuse);
}
bool SceneTree::is_refusing_new_network_connections() const {
ERR_FAIL_COND_V(!network_peer.is_valid(), false);
return network_peer->is_refusing_new_connections();
}
void SceneTree::_rpc(Node *p_from, int p_to, bool p_unreliable, bool p_set, const StringName &p_name, const Variant **p_arg, int p_argcount) {
if (network_peer.is_null()) {
ERR_EXPLAIN("Attempt to remote call/set when networking is not active in SceneTree.");
ERR_FAIL();
}
if (network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_CONNECTING) {
ERR_EXPLAIN("Attempt to remote call/set when networking is not connected yet in SceneTree.");
ERR_FAIL();
}
if (network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED) {
ERR_EXPLAIN("Attempt to remote call/set when networking is disconnected.");
ERR_FAIL();
}
if (p_argcount > 255) {
ERR_EXPLAIN("Too many arguments >255.");
ERR_FAIL();
}
if (p_to != 0 && !connected_peers.has(ABS(p_to))) {
if (p_to == get_network_unique_id()) {
ERR_EXPLAIN("Attempt to remote call/set yourself! unique ID: " + itos(get_network_unique_id()));
} else {
ERR_EXPLAIN("Attempt to remote call unexisting ID: " + itos(p_to));
}
ERR_FAIL();
}
NodePath from_path = p_from->get_path();
ERR_FAIL_COND(from_path.is_empty());
//see if the path is cached
PathSentCache *psc = path_send_cache.getptr(from_path);
if (!psc) {
//path is not cached, create
path_send_cache[from_path] = PathSentCache();
psc = path_send_cache.getptr(from_path);
psc->id = last_send_cache_id++;
}
//create base packet, lots of harcode because it must be tight
int ofs = 0;
#define MAKE_ROOM(m_amount) \
if (packet_cache.size() < m_amount) packet_cache.resize(m_amount);
//encode type
MAKE_ROOM(1);
packet_cache[0] = p_set ? NETWORK_COMMAND_REMOTE_SET : NETWORK_COMMAND_REMOTE_CALL;
ofs += 1;
//encode ID
MAKE_ROOM(ofs + 4);
encode_uint32(psc->id, &packet_cache[ofs]);
ofs += 4;
//encode function name
CharString name = String(p_name).utf8();
int len = encode_cstring(name.get_data(), NULL);
MAKE_ROOM(ofs + len);
encode_cstring(name.get_data(), &packet_cache[ofs]);
ofs += len;
if (p_set) {
//set argument
Error err = encode_variant(*p_arg[0], NULL, len);
ERR_FAIL_COND(err != OK);
MAKE_ROOM(ofs + len);
encode_variant(*p_arg[0], &packet_cache[ofs], len);
ofs += len;
} else {
//call arguments
MAKE_ROOM(ofs + 1);
packet_cache[ofs] = p_argcount;
ofs += 1;
for (int i = 0; i < p_argcount; i++) {
Error err = encode_variant(*p_arg[i], NULL, len);
ERR_FAIL_COND(err != OK);
MAKE_ROOM(ofs + len);
encode_variant(*p_arg[i], &packet_cache[ofs], len);
ofs += len;
}
}
//see if all peers have cached path (is so, call can be fast)
bool has_all_peers = true;
List<int> peers_to_add; //if one is missing, take note to add it
for (Set<int>::Element *E = connected_peers.front(); E; E = E->next()) {
if (p_to < 0 && E->get() == -p_to)
continue; //continue, excluded
if (p_to > 0 && E->get() != p_to)
continue; //continue, not for this peer
Map<int, bool>::Element *F = psc->confirmed_peers.find(E->get());
if (!F || F->get() == false) {
//path was not cached, or was cached but is unconfirmed
if (!F) {
//not cached at all, take note
peers_to_add.push_back(E->get());
}
has_all_peers = false;
}
}
//those that need to be added, send a message for this
for (List<int>::Element *E = peers_to_add.front(); E; E = E->next()) {
//encode function name
CharString pname = String(from_path).utf8();
int len = encode_cstring(pname.get_data(), NULL);
Vector<uint8_t> packet;
packet.resize(1 + 4 + len);
packet[0] = NETWORK_COMMAND_SIMPLIFY_PATH;
encode_uint32(psc->id, &packet[1]);
encode_cstring(pname.get_data(), &packet[5]);
network_peer->set_target_peer(E->get()); //to all of you
network_peer->set_transfer_mode(NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE);
network_peer->put_packet(packet.ptr(), packet.size());
psc->confirmed_peers.insert(E->get(), false); //insert into confirmed, but as false since it was not confirmed
}
//take chance and set transfer mode, since all send methods will use it
network_peer->set_transfer_mode(p_unreliable ? NetworkedMultiplayerPeer::TRANSFER_MODE_UNRELIABLE : NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE);
if (has_all_peers) {
//they all have verified paths, so send fast
network_peer->set_target_peer(p_to); //to all of you
network_peer->put_packet(packet_cache.ptr(), ofs); //a message with love
} else {
//not all verified path, so send one by one
//apend path at the end, since we will need it for some packets
CharString pname = String(from_path).utf8();
int path_len = encode_cstring(pname.get_data(), NULL);
MAKE_ROOM(ofs + path_len);
encode_cstring(pname.get_data(), &packet_cache[ofs]);
for (Set<int>::Element *E = connected_peers.front(); E; E = E->next()) {
if (p_to < 0 && E->get() == -p_to)
continue; //continue, excluded
if (p_to > 0 && E->get() != p_to)
continue; //continue, not for this peer
Map<int, bool>::Element *F = psc->confirmed_peers.find(E->get());
ERR_CONTINUE(!F); //should never happen
network_peer->set_target_peer(E->get()); //to this one specifically
if (F->get() == true) {
//this one confirmed path, so use id
encode_uint32(psc->id, &packet_cache[1]);
network_peer->put_packet(packet_cache.ptr(), ofs);
} else {
//this one did not confirm path yet, so use entire path (sorry!)
encode_uint32(0x80000000 | ofs, &packet_cache[1]); //offset to path and flag
network_peer->put_packet(packet_cache.ptr(), ofs + path_len);
}
}
}
}
void SceneTree::_network_process_packet(int p_from, const uint8_t *p_packet, int p_packet_len) {
ERR_FAIL_COND(p_packet_len < 5);
uint8_t packet_type = p_packet[0];
switch (packet_type) {
case NETWORK_COMMAND_REMOTE_CALL:
case NETWORK_COMMAND_REMOTE_SET: {
ERR_FAIL_COND(p_packet_len < 5);
uint32_t target = decode_uint32(&p_packet[1]);
Node *node = NULL;
if (target & 0x80000000) {
//use full path (not cached yet)
int ofs = target & 0x7FFFFFFF;
ERR_FAIL_COND(ofs >= p_packet_len);
String paths;
paths.parse_utf8((const char *)&p_packet[ofs], p_packet_len - ofs);
NodePath np = paths;
node = get_root()->get_node(np);
if (node == NULL) {
ERR_EXPLAIN("Failed to get path from RPC: " + String(np));
ERR_FAIL_COND(node == NULL);
}
} else {
//use cached path
int id = target;
Map<int, PathGetCache>::Element *E = path_get_cache.find(p_from);
ERR_FAIL_COND(!E);
Map<int, PathGetCache::NodeInfo>::Element *F = E->get().nodes.find(id);
ERR_FAIL_COND(!F);
PathGetCache::NodeInfo *ni = &F->get();
//do proper caching later
node = get_root()->get_node(ni->path);
if (node == NULL) {
ERR_EXPLAIN("Failed to get cached path from RPC: " + String(ni->path));
ERR_FAIL_COND(node == NULL);
}
}
ERR_FAIL_COND(p_packet_len < 6);
//detect cstring end
int len_end = 5;
for (; len_end < p_packet_len; len_end++) {
if (p_packet[len_end] == 0) {
break;
}
}
ERR_FAIL_COND(len_end >= p_packet_len);
StringName name = String::utf8((const char *)&p_packet[5]);
if (packet_type == NETWORK_COMMAND_REMOTE_CALL) {
if (!node->can_call_rpc(name, p_from))
return;
int ofs = len_end + 1;
ERR_FAIL_COND(ofs >= p_packet_len);
int argc = p_packet[ofs];
Vector<Variant> args;
Vector<const Variant *> argp;
args.resize(argc);
argp.resize(argc);
ofs++;
for (int i = 0; i < argc; i++) {
ERR_FAIL_COND(ofs >= p_packet_len);
int vlen;
Error err = decode_variant(args[i], &p_packet[ofs], p_packet_len - ofs, &vlen);
ERR_FAIL_COND(err != OK);
//args[i]=p_packet[3+i];
argp[i] = &args[i];
ofs += vlen;
}
Variant::CallError ce;
node->call(name, argp.ptr(), argc, ce);
if (ce.error != Variant::CallError::CALL_OK) {
String error = Variant::get_call_error_text(node, name, argp.ptr(), argc, ce);
error = "RPC - " + error;
ERR_PRINTS(error);
}
} else {
if (!node->can_call_rset(name, p_from))
return;
int ofs = len_end + 1;
ERR_FAIL_COND(ofs >= p_packet_len);
Variant value;
decode_variant(value, &p_packet[ofs], p_packet_len - ofs);
bool valid;
node->set(name, value, &valid);
if (!valid) {
String error = "Error setting remote property '" + String(name) + "', not found in object of type " + node->get_class();
ERR_PRINTS(error);
}
}
} break;
case NETWORK_COMMAND_SIMPLIFY_PATH: {
ERR_FAIL_COND(p_packet_len < 5);
int id = decode_uint32(&p_packet[1]);
String paths;
paths.parse_utf8((const char *)&p_packet[5], p_packet_len - 5);
NodePath path = paths;
if (!path_get_cache.has(p_from)) {
path_get_cache[p_from] = PathGetCache();
}
PathGetCache::NodeInfo ni;
ni.path = path;
ni.instance = 0;
path_get_cache[p_from].nodes[id] = ni;
{
//send ack
//encode path
CharString pname = String(path).utf8();
int len = encode_cstring(pname.get_data(), NULL);
Vector<uint8_t> packet;
packet.resize(1 + len);
packet[0] = NETWORK_COMMAND_CONFIRM_PATH;
encode_cstring(pname.get_data(), &packet[1]);
network_peer->set_transfer_mode(NetworkedMultiplayerPeer::TRANSFER_MODE_RELIABLE);
network_peer->set_target_peer(p_from);
network_peer->put_packet(packet.ptr(), packet.size());
}
} break;
case NETWORK_COMMAND_CONFIRM_PATH: {
String paths;
paths.parse_utf8((const char *)&p_packet[1], p_packet_len - 1);
NodePath path = paths;
PathSentCache *psc = path_send_cache.getptr(path);
ERR_FAIL_COND(!psc);
Map<int, bool>::Element *E = psc->confirmed_peers.find(p_from);
ERR_FAIL_COND(!E);
E->get() = true;
} break;
}
}
void SceneTree::_network_poll() {
if (!network_peer.is_valid() || network_peer->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_DISCONNECTED)
return;
network_peer->poll();
if (!network_peer.is_valid()) //it's possible that polling might have resulted in a disconnection, so check here
return;
while (network_peer->get_available_packet_count()) {
int sender = network_peer->get_packet_peer();
const uint8_t *packet;
int len;
Error err = network_peer->get_packet(&packet, len);
if (err != OK) {
ERR_PRINT("Error getting packet!");
}
_network_process_packet(sender, packet, len);
if (!network_peer.is_valid()) {
break; //it's also possible that a packet or RPC caused a disconnection, so also check here
}
}
}
void SceneTree::_bind_methods() {
//ClassDB::bind_method(D_METHOD("call_group","call_flags","group","method","arg1","arg2"),&SceneMainLoop::_call_group,DEFVAL(Variant()),DEFVAL(Variant()));
ClassDB::bind_method(D_METHOD("get_root"), &SceneTree::get_root);
ClassDB::bind_method(D_METHOD("has_group", "name"), &SceneTree::has_group);
ClassDB::bind_method(D_METHOD("set_auto_accept_quit", "enabled"), &SceneTree::set_auto_accept_quit);
ClassDB::bind_method(D_METHOD("set_editor_hint", "enable"), &SceneTree::set_editor_hint);
ClassDB::bind_method(D_METHOD("is_editor_hint"), &SceneTree::is_editor_hint);
ClassDB::bind_method(D_METHOD("set_debug_collisions_hint", "enable"), &SceneTree::set_debug_collisions_hint);
ClassDB::bind_method(D_METHOD("is_debugging_collisions_hint"), &SceneTree::is_debugging_collisions_hint);
ClassDB::bind_method(D_METHOD("set_debug_navigation_hint", "enable"), &SceneTree::set_debug_navigation_hint);
ClassDB::bind_method(D_METHOD("is_debugging_navigation_hint"), &SceneTree::is_debugging_navigation_hint);
#ifdef TOOLS_ENABLED
ClassDB::bind_method(D_METHOD("set_edited_scene_root", "scene"), &SceneTree::set_edited_scene_root);
ClassDB::bind_method(D_METHOD("get_edited_scene_root"), &SceneTree::get_edited_scene_root);
#endif
ClassDB::bind_method(D_METHOD("set_pause", "enable"), &SceneTree::set_pause);
ClassDB::bind_method(D_METHOD("is_paused"), &SceneTree::is_paused);
ClassDB::bind_method(D_METHOD("set_input_as_handled"), &SceneTree::set_input_as_handled);
ClassDB::bind_method(D_METHOD("is_input_handled"), &SceneTree::is_input_handled);
ClassDB::bind_method(D_METHOD("create_timer", "time_sec", "pause_mode_process"), &SceneTree::create_timer, DEFVAL(true));
ClassDB::bind_method(D_METHOD("get_node_count"), &SceneTree::get_node_count);
ClassDB::bind_method(D_METHOD("get_frame"), &SceneTree::get_frame);
ClassDB::bind_method(D_METHOD("quit"), &SceneTree::quit);
ClassDB::bind_method(D_METHOD("set_screen_stretch", "mode", "aspect", "minsize", "shrink"), &SceneTree::set_screen_stretch, DEFVAL(1));
ClassDB::bind_method(D_METHOD("queue_delete", "obj"), &SceneTree::queue_delete);
MethodInfo mi;
mi.name = "call_group_flags";
mi.arguments.push_back(PropertyInfo(Variant::INT, "flags"));
mi.arguments.push_back(PropertyInfo(Variant::STRING, "group"));
mi.arguments.push_back(PropertyInfo(Variant::STRING, "method"));
ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "call_group_flags", &SceneTree::_call_group_flags, mi);
ClassDB::bind_method(D_METHOD("notify_group_flags", "call_flags", "group", "notification"), &SceneTree::notify_group_flags);
ClassDB::bind_method(D_METHOD("set_group_flags", "call_flags", "group", "property", "value"), &SceneTree::set_group_flags);
MethodInfo mi2;
mi2.name = "call_group";
mi2.arguments.push_back(PropertyInfo(Variant::STRING, "group"));
mi2.arguments.push_back(PropertyInfo(Variant::STRING, "method"));
ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "call_group", &SceneTree::_call_group, mi2);
ClassDB::bind_method(D_METHOD("notify_group", "group", "notification"), &SceneTree::notify_group);
ClassDB::bind_method(D_METHOD("set_group", "group", "property", "value"), &SceneTree::set_group);
ClassDB::bind_method(D_METHOD("get_nodes_in_group", "group"), &SceneTree::_get_nodes_in_group);
ClassDB::bind_method(D_METHOD("set_current_scene", "child_node"), &SceneTree::set_current_scene);
ClassDB::bind_method(D_METHOD("get_current_scene"), &SceneTree::get_current_scene);
ClassDB::bind_method(D_METHOD("change_scene", "path"), &SceneTree::change_scene);
ClassDB::bind_method(D_METHOD("change_scene_to", "packed_scene"), &SceneTree::change_scene_to);
ClassDB::bind_method(D_METHOD("reload_current_scene"), &SceneTree::reload_current_scene);
ClassDB::bind_method(D_METHOD("_change_scene"), &SceneTree::_change_scene);
ClassDB::bind_method(D_METHOD("set_network_peer", "peer"), &SceneTree::set_network_peer);
ClassDB::bind_method(D_METHOD("is_network_server"), &SceneTree::is_network_server);
ClassDB::bind_method(D_METHOD("has_network_peer"), &SceneTree::has_network_peer);
ClassDB::bind_method(D_METHOD("get_network_connected_peers"), &SceneTree::get_network_connected_peers);
ClassDB::bind_method(D_METHOD("get_network_unique_id"), &SceneTree::get_network_unique_id);
ClassDB::bind_method(D_METHOD("set_refuse_new_network_connections", "refuse"), &SceneTree::set_refuse_new_network_connections);
ClassDB::bind_method(D_METHOD("is_refusing_new_network_connections"), &SceneTree::is_refusing_new_network_connections);
ClassDB::bind_method(D_METHOD("_network_peer_connected"), &SceneTree::_network_peer_connected);
ClassDB::bind_method(D_METHOD("_network_peer_disconnected"), &SceneTree::_network_peer_disconnected);
ClassDB::bind_method(D_METHOD("_connected_to_server"), &SceneTree::_connected_to_server);
ClassDB::bind_method(D_METHOD("_connection_failed"), &SceneTree::_connection_failed);
ClassDB::bind_method(D_METHOD("_server_disconnected"), &SceneTree::_server_disconnected);
ADD_SIGNAL(MethodInfo("tree_changed"));
ADD_SIGNAL(MethodInfo("node_removed", PropertyInfo(Variant::OBJECT, "node")));
ADD_SIGNAL(MethodInfo("screen_resized"));
ADD_SIGNAL(MethodInfo("node_configuration_warning_changed", PropertyInfo(Variant::OBJECT, "node")));
ADD_SIGNAL(MethodInfo("idle_frame"));
ADD_SIGNAL(MethodInfo("fixed_frame"));
ADD_SIGNAL(MethodInfo("files_dropped", PropertyInfo(Variant::POOL_STRING_ARRAY, "files"), PropertyInfo(Variant::INT, "screen")));
ADD_SIGNAL(MethodInfo("network_peer_connected", PropertyInfo(Variant::INT, "id")));
ADD_SIGNAL(MethodInfo("network_peer_disconnected", PropertyInfo(Variant::INT, "id")));
ADD_SIGNAL(MethodInfo("connected_to_server"));
ADD_SIGNAL(MethodInfo("connection_failed"));
ADD_SIGNAL(MethodInfo("server_disconnected"));
BIND_CONSTANT(GROUP_CALL_DEFAULT);
BIND_CONSTANT(GROUP_CALL_REVERSE);
BIND_CONSTANT(GROUP_CALL_REALTIME);
BIND_CONSTANT(GROUP_CALL_UNIQUE);
BIND_CONSTANT(STRETCH_MODE_DISABLED);
BIND_CONSTANT(STRETCH_MODE_2D);
BIND_CONSTANT(STRETCH_MODE_VIEWPORT);
BIND_CONSTANT(STRETCH_ASPECT_IGNORE);
BIND_CONSTANT(STRETCH_ASPECT_KEEP);
BIND_CONSTANT(STRETCH_ASPECT_KEEP_WIDTH);
BIND_CONSTANT(STRETCH_ASPECT_KEEP_HEIGHT);
}
SceneTree *SceneTree::singleton = NULL;
SceneTree::IdleCallback SceneTree::idle_callbacks[SceneTree::MAX_IDLE_CALLBACKS];
int SceneTree::idle_callback_count = 0;
void SceneTree::_call_idle_callbacks() {
for (int i = 0; i < idle_callback_count; i++) {
idle_callbacks[i]();
}
}
void SceneTree::add_idle_callback(IdleCallback p_callback) {
ERR_FAIL_COND(idle_callback_count >= MAX_IDLE_CALLBACKS);
idle_callbacks[idle_callback_count++] = p_callback;
}
SceneTree::SceneTree() {
singleton = this;
_quit = false;
accept_quit = true;
quit_on_go_back = true;
initialized = false;
#ifdef TOOLS_ENABLED
editor_hint = false;
#endif
#ifdef DEBUG_ENABLED
debug_collisions_hint = false;
debug_navigation_hint = false;
#endif
debug_collisions_color = GLOBAL_DEF("debug/shapes/collision/shape_color", Color(0.0, 0.6, 0.7, 0.5));
debug_collision_contact_color = GLOBAL_DEF("debug/shapes/collision/contact_color", Color(1.0, 0.2, 0.1, 0.8));
debug_navigation_color = GLOBAL_DEF("debug/shapes/navigation/geometry_color", Color(0.1, 1.0, 0.7, 0.4));
debug_navigation_disabled_color = GLOBAL_DEF("debug/shapes/navigation/disabled_geometry_color", Color(1.0, 0.7, 0.1, 0.4));
collision_debug_contacts = GLOBAL_DEF("debug/shapes/collision/max_contacts_displayed", 10000);
tree_version = 1;
fixed_process_time = 1;
idle_process_time = 1;
last_id = 1;
root = NULL;
current_frame = 0;
tree_changed_name = "tree_changed";
node_removed_name = "node_removed";
ugc_locked = false;
call_lock = 0;
root_lock = 0;
node_count = 0;
//create with mainloop
root = memnew(Viewport);
root->set_name("root");
if (!root->get_world().is_valid())
root->set_world(Ref<World>(memnew(World)));
//root->set_world_2d( Ref<World2D>( memnew( World2D )));
root->set_as_audio_listener(true);
root->set_as_audio_listener_2d(true);
current_scene = NULL;
int ref_atlas_size = GLOBAL_DEF("rendering/quality/reflections/atlas_size", 2048);
int ref_atlas_subdiv = GLOBAL_DEF("rendering/quality/reflections/atlas_subdiv", 8);
int msaa_mode = GLOBAL_DEF("rendering/quality/filters/msaa", 0);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/filters/msaa", PropertyInfo(Variant::INT, "rendering/quality/filters/msaa", PROPERTY_HINT_ENUM, "Disabled,2x,4x,8x,16x"));
root->set_msaa(Viewport::MSAA(msaa_mode));
GLOBAL_DEF("rendering/quality/depth/hdr", true);
GLOBAL_DEF("rendering/quality/depth/hdr.mobile", false);
bool hdr = GLOBAL_GET("rendering/quality/depth/hdr");
root->set_hdr(hdr);
VS::get_singleton()->scenario_set_reflection_atlas_size(root->get_world()->get_scenario(), ref_atlas_size, ref_atlas_subdiv);
{ //load default fallback environment
//get possible extensions
List<String> exts;
ResourceLoader::get_recognized_extensions_for_type("Environment", &exts);
String ext_hint;
for (List<String>::Element *E = exts.front(); E; E = E->next()) {
if (ext_hint != String())
ext_hint += ",";
ext_hint += "*." + E->get();
}
//get path
String env_path = GLOBAL_DEF("rendering/environment/default_environment", "");
//setup property
ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/default_environment", PropertyInfo(Variant::STRING, "rendering/viewport/default_environment", PROPERTY_HINT_FILE, ext_hint));
env_path = env_path.strip_edges();
if (env_path != String()) {
Ref<Environment> env = ResourceLoader::load(env_path);
if (env.is_valid()) {
root->get_world()->set_fallback_environment(env);
} else {
if (is_editor_hint()) {
//file was erased, clear the field.
ProjectSettings::get_singleton()->set("rendering/environment/default_environment", "");
} else {
//file was erased, notify user.
ERR_PRINTS(RTR("Default Environment as specified in Project Setings (Rendering -> Viewport -> Default Environment) could not be loaded."));
}
}
}
}
stretch_mode = STRETCH_MODE_DISABLED;
stretch_aspect = STRETCH_ASPECT_IGNORE;
stretch_shrink = 1;
last_screen_size = Size2(OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height);
_update_root_rect();
if (ScriptDebugger::get_singleton()) {
ScriptDebugger::get_singleton()->set_request_scene_tree_message_func(_debugger_request_tree, this);
}
root->set_physics_object_picking(GLOBAL_DEF("physics/common/enable_object_picking", true));
#ifdef TOOLS_ENABLED
edited_scene_root = NULL;
#endif
#ifdef DEBUG_ENABLED
live_edit_funcs.udata = this;
live_edit_funcs.node_path_func = _live_edit_node_path_funcs;
live_edit_funcs.res_path_func = _live_edit_res_path_funcs;
live_edit_funcs.node_set_func = _live_edit_node_set_funcs;
live_edit_funcs.node_set_res_func = _live_edit_node_set_res_funcs;
live_edit_funcs.node_call_func = _live_edit_node_call_funcs;
live_edit_funcs.res_set_func = _live_edit_res_set_funcs;
live_edit_funcs.res_set_res_func = _live_edit_res_set_res_funcs;
live_edit_funcs.res_call_func = _live_edit_res_call_funcs;
live_edit_funcs.root_func = _live_edit_root_funcs;
live_edit_funcs.tree_create_node_func = _live_edit_create_node_funcs;
live_edit_funcs.tree_instance_node_func = _live_edit_instance_node_funcs;
live_edit_funcs.tree_remove_node_func = _live_edit_remove_node_funcs;
live_edit_funcs.tree_remove_and_keep_node_func = _live_edit_remove_and_keep_node_funcs;
live_edit_funcs.tree_restore_node_func = _live_edit_restore_node_funcs;
live_edit_funcs.tree_duplicate_node_func = _live_edit_duplicate_node_funcs;
live_edit_funcs.tree_reparent_node_func = _live_edit_reparent_node_funcs;
if (ScriptDebugger::get_singleton()) {
ScriptDebugger::get_singleton()->set_live_edit_funcs(&live_edit_funcs);
}
live_edit_root = NodePath("/root");
last_send_cache_id = 1;
#endif
}
SceneTree::~SceneTree() {
}