Merge pull request #83941 from Jordyfel/hashset-not-vector

Use Hashset for dependency list when moving
This commit is contained in:
Rémi Verschelde 2023-10-26 16:01:21 +02:00
commit 80e5484a82
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GPG key ID: C3336907360768E1
5 changed files with 31 additions and 24 deletions

View file

@ -1811,11 +1811,18 @@ void EditorNode::save_all_scenes() {
_save_all_scenes();
}
void EditorNode::save_scene_list(Vector<String> p_scene_filenames) {
void EditorNode::save_scene_if_open(const String &p_scene_path) {
int idx = editor_data.get_edited_scene_from_path(p_scene_path);
if (idx >= 0) {
_save_scene(p_scene_path, idx);
}
}
void EditorNode::save_scene_list(const HashSet<String> &p_scene_paths) {
for (int i = 0; i < editor_data.get_edited_scene_count(); i++) {
Node *scene = editor_data.get_edited_scene_root(i);
if (scene && (p_scene_filenames.find(scene->get_scene_file_path()) >= 0)) {
if (scene && p_scene_paths.has(scene->get_scene_file_path())) {
_save_scene(scene->get_scene_file_path(), i);
}
}

View file

@ -912,7 +912,8 @@ public:
PopupMenu *get_export_as_menu();
void save_all_scenes();
void save_scene_list(Vector<String> p_scene_filenames);
void save_scene_if_open(const String &p_scene_path);
void save_scene_list(const HashSet<String> &p_scene_paths);
void save_before_run();
void try_autosave();
void restart_editor();

View file

@ -1377,7 +1377,7 @@ void FileSystemDock::_get_all_items_in_dir(EditorFileSystemDirectory *p_efsd, Ve
}
}
void FileSystemDock::_find_file_owners(EditorFileSystemDirectory *p_efsd, const Vector<String> &p_renames, Vector<String> &r_file_owners) const {
void FileSystemDock::_find_file_owners(EditorFileSystemDirectory *p_efsd, const HashSet<String> &p_renames, HashSet<String> &r_file_owners) const {
for (int i = 0; i < p_efsd->get_subdir_count(); i++) {
_find_file_owners(p_efsd->get_subdir(i), p_renames, r_file_owners);
}
@ -1385,7 +1385,7 @@ void FileSystemDock::_find_file_owners(EditorFileSystemDirectory *p_efsd, const
Vector<String> deps = p_efsd->get_file_deps(i);
for (int j = 0; j < deps.size(); j++) {
if (p_renames.has(deps[j])) {
r_file_owners.push_back(p_efsd->get_file_path(i));
r_file_owners.insert(p_efsd->get_file_path(i));
break;
}
}
@ -1580,14 +1580,15 @@ void FileSystemDock::_update_resource_paths_after_move(const HashMap<String, Str
}
}
void FileSystemDock::_update_dependencies_after_move(const HashMap<String, String> &p_renames, const Vector<String> &p_file_owners) const {
void FileSystemDock::_update_dependencies_after_move(const HashMap<String, String> &p_renames, const HashSet<String> &p_file_owners) const {
// The following code assumes that the following holds:
// 1) EditorFileSystem contains the old paths/folder structure from before the rename/move.
// 2) ResourceLoader can use the new paths without needing to call rescan.
List<String> scenes_to_reload;
for (int i = 0; i < p_file_owners.size(); ++i) {
for (const String &E : p_file_owners) {
// Because we haven't called a rescan yet the found remap might still be an old path itself.
const String file = p_renames.has(p_file_owners[i]) ? p_renames[p_file_owners[i]] : p_file_owners[i];
const HashMap<String, String>::ConstIterator I = p_renames.find(E);
const String file = I ? I->value : E;
print_verbose("Remapping dependencies for: " + file);
const Error err = ResourceLoader::rename_dependencies(file, p_renames);
if (err == OK) {
@ -1595,7 +1596,7 @@ void FileSystemDock::_update_dependencies_after_move(const HashMap<String, Strin
scenes_to_reload.push_back(file);
}
} else {
EditorNode::get_singleton()->add_io_error(TTR("Unable to update dependencies for:") + "\n" + p_file_owners[i] + "\n");
EditorNode::get_singleton()->add_io_error(TTR("Unable to update dependencies for:") + "\n" + E + "\n");
}
}
@ -1689,7 +1690,7 @@ void FileSystemDock::_make_scene_confirm() {
int idx = EditorNode::get_singleton()->new_scene();
EditorNode::get_editor_data().set_scene_path(idx, scene_path);
EditorNode::get_singleton()->set_edited_scene(make_scene_dialog->create_scene_root());
EditorNode::get_singleton()->save_scene_list({ scene_path });
EditorNode::get_singleton()->save_scene_if_open(scene_path);
}
void FileSystemDock::_resource_removed(const Ref<Resource> &p_resource) {
@ -1792,7 +1793,7 @@ void FileSystemDock::_rename_operation_confirm() {
}
HashMap<String, ResourceUID::ID> uids;
Vector<String> file_owners; // The files that use these moved/renamed resource files.
HashSet<String> file_owners; // The files that use these moved/renamed resource files.
_before_move(uids, file_owners);
HashMap<String, String> file_renames;
@ -1923,7 +1924,7 @@ void FileSystemDock::_move_operation_confirm(const String &p_to_path, bool p_cop
}
HashMap<String, ResourceUID::ID> uids;
Vector<String> file_owners; // The files that use these moved/renamed resource files.
HashSet<String> file_owners; // The files that use these moved/renamed resource files.
_before_move(uids, file_owners);
bool is_moved = false;
@ -1955,11 +1956,11 @@ void FileSystemDock::_move_operation_confirm(const String &p_to_path, bool p_cop
}
}
void FileSystemDock::_before_move(HashMap<String, ResourceUID::ID> &r_uids, Vector<String> &r_file_owners) const {
Vector<String> renamed_files;
void FileSystemDock::_before_move(HashMap<String, ResourceUID::ID> &r_uids, HashSet<String> &r_file_owners) const {
HashSet<String> renamed_files;
for (int i = 0; i < to_move.size(); i++) {
if (to_move[i].is_file) {
renamed_files.push_back(to_move[i].path);
renamed_files.insert(to_move[i].path);
ResourceUID::ID uid = ResourceLoader::get_resource_uid(to_move[i].path);
if (uid != ResourceUID::INVALID_ID) {
r_uids[to_move[i].path] = uid;
@ -1972,7 +1973,7 @@ void FileSystemDock::_before_move(HashMap<String, ResourceUID::ID> &r_uids, Vect
current_folder = folders.front()->get();
for (int j = 0; j < current_folder->get_file_count(); j++) {
const String file_path = current_folder->get_file_path(j);
renamed_files.push_back(file_path);
renamed_files.insert(file_path);
ResourceUID::ID uid = ResourceLoader::get_resource_uid(file_path);
if (uid != ResourceUID::INVALID_ID) {
r_uids[file_path] = uid;

View file

@ -266,11 +266,11 @@ private:
void _update_import_dock();
void _get_all_items_in_dir(EditorFileSystemDirectory *p_efsd, Vector<String> &r_files, Vector<String> &r_folders) const;
void _find_file_owners(EditorFileSystemDirectory *p_efsd, const Vector<String> &p_renames, Vector<String> &r_file_owners) const;
void _find_file_owners(EditorFileSystemDirectory *p_efsd, const HashSet<String> &p_renames, HashSet<String> &r_file_owners) const;
void _try_move_item(const FileOrFolder &p_item, const String &p_new_path, HashMap<String, String> &p_file_renames, HashMap<String, String> &p_folder_renames);
void _try_duplicate_item(const FileOrFolder &p_item, const String &p_new_path) const;
void _before_move(HashMap<String, ResourceUID::ID> &r_uids, Vector<String> &r_file_owners) const;
void _update_dependencies_after_move(const HashMap<String, String> &p_renames, const Vector<String> &p_file_owners) const;
void _before_move(HashMap<String, ResourceUID::ID> &r_uids, HashSet<String> &r_file_owners) const;
void _update_dependencies_after_move(const HashMap<String, String> &p_renames, const HashSet<String> &p_file_owners) const;
void _update_resource_paths_after_move(const HashMap<String, String> &p_renames, const HashMap<String, ResourceUID::ID> &p_uids) const;
void _update_favorites_list_after_move(const HashMap<String, String> &p_files_renames, const HashMap<String, String> &p_folders_renames) const;
void _update_project_settings_after_move(const HashMap<String, String> &p_renames, const HashMap<String, String> &p_folders_renames);

View file

@ -2520,9 +2520,7 @@ void ScriptEditor::save_current_script() {
// If built-in script, save the scene instead.
const String scene_path = resource->get_path().get_slice("::", 0);
if (!scene_path.is_empty()) {
Vector<String> scene_to_save;
scene_to_save.push_back(scene_path);
EditorNode::get_singleton()->save_scene_list(scene_to_save);
EditorNode::get_singleton()->save_scene_if_open(scene_path);
}
} else {
EditorNode::get_singleton()->save_resource(resource);
@ -2534,7 +2532,7 @@ void ScriptEditor::save_current_script() {
}
void ScriptEditor::save_all_scripts() {
Vector<String> scenes_to_save;
HashSet<String> scenes_to_save;
for (int i = 0; i < tab_container->get_tab_count(); i++) {
ScriptEditorBase *se = Object::cast_to<ScriptEditorBase>(tab_container->get_tab_control(i));
@ -2583,7 +2581,7 @@ void ScriptEditor::save_all_scripts() {
// For built-in scripts, save their scenes instead.
const String scene_path = edited_res->get_path().get_slice("::", 0);
if (!scene_path.is_empty() && !scenes_to_save.has(scene_path)) {
scenes_to_save.push_back(scene_path);
scenes_to_save.insert(scene_path);
}
}
}