Changes the scene reimport function to handle some crash edge cases:

* The reimported instance attempt to preserve ownerless nodes.
* A recursive function call to '_nodes_scene_reimported' so these can be recreated if required.
* Clears instance scene_state on new instantiated replacement nodes.
This commit is contained in:
Saracen 2024-05-21 02:31:27 +01:00 committed by K. S. Ernest (iFire) Lee
parent dbc6f2af1d
commit 846bafd47f
2 changed files with 51 additions and 34 deletions

View file

@ -4218,31 +4218,36 @@ void EditorNode::update_diff_data_for_node(
p_modification_table[p_root->get_path_to(p_node)] = modification_node_entry;
}
} else {
AdditiveNodeEntry new_additive_node_entry;
new_additive_node_entry.node = p_node;
new_additive_node_entry.parent = p_root->get_path_to(p_node->get_parent());
new_additive_node_entry.owner = p_node->get_owner();
new_additive_node_entry.index = p_node->get_index();
// Only save additional nodes which have an owner since this was causing issues transient ownerless nodes
// which get recreated upon scene tree entry.
// For now instead, assume all ownerless nodes are transient and will have to be recreated.
if (p_node->get_owner()) {
AdditiveNodeEntry new_additive_node_entry;
new_additive_node_entry.node = p_node;
new_additive_node_entry.parent = p_root->get_path_to(p_node->get_parent());
new_additive_node_entry.owner = p_node->get_owner();
new_additive_node_entry.index = p_node->get_index();
Node2D *node_2d = Object::cast_to<Node2D>(p_node);
if (node_2d) {
new_additive_node_entry.transform_2d = node_2d->get_relative_transform_to_parent(node_2d->get_parent());
Node2D *node_2d = Object::cast_to<Node2D>(p_node);
if (node_2d) {
new_additive_node_entry.transform_2d = node_2d->get_relative_transform_to_parent(node_2d->get_parent());
}
Node3D *node_3d = Object::cast_to<Node3D>(p_node);
if (node_3d) {
new_additive_node_entry.transform_3d = node_3d->get_relative_transform(node_3d->get_parent());
}
// Gathers the ownership of all ancestor nodes for later use.
HashMap<Node *, Node *> ownership_table;
for (int i = 0; i < p_node->get_child_count(); i++) {
Node *child = p_node->get_child(i);
update_ownership_table_for_addition_node_ancestors(child, ownership_table);
}
new_additive_node_entry.ownership_table = ownership_table;
p_addition_list.push_back(new_additive_node_entry);
}
Node3D *node_3d = Object::cast_to<Node3D>(p_node);
if (node_3d) {
new_additive_node_entry.transform_3d = node_3d->get_relative_transform(node_3d->get_parent());
}
// Gathers the ownership of all ancestor nodes for later use.
HashMap<Node *, Node *> ownership_table;
for (int i = 0; i < p_node->get_child_count(); i++) {
Node *child = p_node->get_child(i);
update_ownership_table_for_addition_node_ancestors(child, ownership_table);
}
new_additive_node_entry.ownership_table = ownership_table;
p_addition_list.push_back(new_additive_node_entry);
return;
}
@ -5548,12 +5553,11 @@ void EditorNode::_file_access_close_error_notify_impl(const String &p_str) {
add_io_error(vformat(TTR("Unable to write to file '%s', file in use, locked or lacking permissions."), p_str));
}
// Since we felt that a bespoke NOTIFICATION might not be desirable, this function
// provides the hardcoded callbacks to address known bugs which occur on certain
// nodes during reimport.
// Ideally, we should probably agree on a standardized method name which could be
// called from here instead.
void EditorNode::_notify_scene_updated(Node *p_node) {
// Recursive function to inform nodes that an array of nodes have had their scene reimported.
// It will attempt to call a method named '_nodes_scene_reimported' on every node in the
// tree so that editor scripts which create transient nodes will have the opportunity
// to recreate them.
void EditorNode::_notify_nodes_scene_reimported(Node *p_node, Array p_reimported_nodes) {
Skeleton3D *skel_3d = Object::cast_to<Skeleton3D>(p_node);
if (skel_3d) {
skel_3d->reset_bone_poses();
@ -5564,8 +5568,12 @@ void EditorNode::_notify_scene_updated(Node *p_node) {
}
}
if (p_node->has_method("_nodes_scene_reimported")) {
p_node->call("_nodes_scene_reimported", p_reimported_nodes);
}
for (int i = 0; i < p_node->get_child_count(); i++) {
_notify_scene_updated(p_node->get_child(i));
_notify_nodes_scene_reimported(p_node->get_child(i), p_reimported_nodes);
}
}
@ -5635,6 +5643,7 @@ void EditorNode::find_all_instances_inheriting_path_in_node(Node *p_root, Node *
void EditorNode::reload_instances_with_path_in_edited_scenes(const String &p_instance_path) {
int original_edited_scene_idx = editor_data.get_edited_scene();
HashMap<int, List<Node *>> edited_scene_map;
Array replaced_nodes;
// Walk through each opened scene to get a global list of all instances which match
// the current reimported scenes.
@ -5762,7 +5771,7 @@ void EditorNode::reload_instances_with_path_in_edited_scenes(const String &p_ins
// be properly updated.
for (String path : required_load_paths) {
if (!local_scene_cache.find(path)) {
current_packed_scene = ResourceLoader::load(path, "", ResourceFormatLoader::CACHE_MODE_REPLACE, &err);
current_packed_scene = ResourceLoader::load(path, "", ResourceFormatLoader::CACHE_MODE_REPLACE_DEEP, &err);
local_scene_cache[path] = current_packed_scene;
} else {
current_packed_scene = local_scene_cache[path];
@ -5780,6 +5789,9 @@ void EditorNode::reload_instances_with_path_in_edited_scenes(const String &p_ins
ERR_FAIL_NULL(instantiated_node);
// For clear instance state for path recaching.
instantiated_node->set_scene_instance_state(Ref<SceneState>());
bool original_node_is_displayed_folded = original_node->is_displayed_folded();
bool original_node_scene_instance_load_placeholder = original_node->get_scene_instance_load_placeholder();
@ -5949,13 +5961,18 @@ void EditorNode::reload_instances_with_path_in_edited_scenes(const String &p_ins
}
}
}
// Add the newly instantiated node to the edited scene's replaced node list.
replaced_nodes.push_back(instantiated_node);
}
// Cleanup the history of the changes.
editor_history.cleanup_history();
_notify_scene_updated(current_edited_scene);
}
// For the whole editor, call the _notify_nodes_scene_reimported with a list of replaced nodes.
// To inform anything that depends on them that they should update as appropriate.
_notify_nodes_scene_reimported(this, replaced_nodes);
edited_scene_map.clear();
}
editor_data.set_edited_scene(original_edited_scene_idx);

View file

@ -662,7 +662,7 @@ private:
void _begin_first_scan();
void _notify_scene_updated(Node *p_node);
void _notify_nodes_scene_reimported(Node *p_node, Array p_reimported_nodes);
protected:
friend class FileSystemDock;