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https://github.com/godotengine/godot
synced 2024-09-05 10:08:45 +00:00
Fix default NodePaths saved in scene
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0d11108a01
commit
be111004dd
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@ -480,7 +480,7 @@ bool EditorPropertyRevert::can_property_revert(Object *p_object, const StringNam
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return false;
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}
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Variant current_value = p_custom_current_value ? *p_custom_current_value : p_object->get(p_property);
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return PropertyUtils::is_property_value_different(current_value, revert_value);
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return PropertyUtils::is_property_value_different(p_object, current_value, revert_value);
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}
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StringName EditorProperty::_get_revert_property() const {
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@ -4118,7 +4118,7 @@ HashMap<StringName, Variant> EditorNode::get_modified_properties_for_node(Node *
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Variant revert_value = EditorPropertyRevert::get_property_revert_value(p_node, E.name, &is_valid_revert);
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Variant current_value = p_node->get(E.name);
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if (is_valid_revert) {
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if (PropertyUtils::is_property_value_different(current_value, revert_value)) {
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if (PropertyUtils::is_property_value_different(p_node, current_value, revert_value)) {
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// If this property is a direct node reference, save a NodePath instead to prevent corrupted references.
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if (E.type == Variant::OBJECT && E.hint == PROPERTY_HINT_NODE_TYPE) {
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Node *target_node = Object::cast_to<Node>(current_value);
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@ -4171,7 +4171,7 @@ void SceneTreeDock::_create_remap_for_node(Node *p_node, HashMap<Ref<Resource>,
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bool is_valid_default = false;
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Variant orig = PropertyUtils::get_property_default_value(p_node, E.name, &is_valid_default, &states_stack);
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if (is_valid_default && !PropertyUtils::is_property_value_different(v, orig)) {
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if (is_valid_default && !PropertyUtils::is_property_value_different(p_node, v, orig)) {
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continue;
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}
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@ -39,16 +39,22 @@
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#include "editor/editor_node.h"
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#endif // TOOLS_ENABLED
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bool PropertyUtils::is_property_value_different(const Variant &p_a, const Variant &p_b) {
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bool PropertyUtils::is_property_value_different(const Object *p_object, const Variant &p_a, const Variant &p_b) {
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if (p_a.get_type() == Variant::FLOAT && p_b.get_type() == Variant::FLOAT) {
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//this must be done because, as some scenes save as text, there might be a tiny difference in floats due to numerical error
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// This must be done because, as some scenes save as text, there might be a tiny difference in floats due to numerical error.
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return !Math::is_equal_approx((float)p_a, (float)p_b);
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} else {
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} else if (p_a.get_type() == Variant::NODE_PATH && p_b.get_type() == Variant::OBJECT) {
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const Node *base_node = Object::cast_to<Node>(p_object);
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const Node *target_node = Object::cast_to<Node>(p_b);
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if (base_node && target_node) {
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return p_a != base_node->get_path_to(target_node);
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}
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}
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// For our purposes, treating null object as NIL is the right thing to do
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const Variant &a = p_a.get_type() == Variant::OBJECT && (Object *)p_a == nullptr ? Variant() : p_a;
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const Variant &b = p_b.get_type() == Variant::OBJECT && (Object *)p_b == nullptr ? Variant() : p_b;
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return a != b;
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}
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}
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Variant PropertyUtils::get_property_default_value(const Object *p_object, const StringName &p_property, bool *r_is_valid, const Vector<SceneState::PackState> *p_states_stack_cache, bool p_update_exports, const Node *p_owner, bool *r_is_class_default) {
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@ -36,7 +36,7 @@
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class PropertyUtils {
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public:
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static bool is_property_value_different(const Variant &p_a, const Variant &p_b);
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static bool is_property_value_different(const Object *p_object, const Variant &p_a, const Variant &p_b);
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// Gets the most pure default value, the one that would be set when the node has just been instantiated
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static Variant get_property_default_value(const Object *p_object, const StringName &p_property, bool *r_is_valid = nullptr, const Vector<SceneState::PackState> *p_states_stack_cache = nullptr, bool p_update_exports = false, const Node *p_owner = nullptr, bool *r_is_class_default = nullptr);
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@ -816,7 +816,7 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Has
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bool is_valid_default = false;
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Variant default_value = PropertyUtils::get_property_default_value(p_node, name, &is_valid_default, &states_stack, true);
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if (is_valid_default && !PropertyUtils::is_property_value_different(value, default_value)) {
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if (is_valid_default && !PropertyUtils::is_property_value_different(p_node, value, default_value)) {
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if (value.get_type() == Variant::ARRAY && has_local_resource(value)) {
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// Save anyway
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} else if (value.get_type() == Variant::DICTIONARY) {
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@ -31,7 +31,9 @@
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#ifndef TEST_NODE_H
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#define TEST_NODE_H
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#include "core/object/class_db.h"
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#include "scene/main/node.h"
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#include "scene/resources/packed_scene.h"
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#include "tests/test_macros.h"
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@ -62,6 +64,12 @@ protected:
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}
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}
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static void _bind_methods() {
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ClassDB::bind_method(D_METHOD("set_exported_node", "node"), &TestNode::set_exported_node);
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ClassDB::bind_method(D_METHOD("get_exported_node"), &TestNode::get_exported_node);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "exported_node", PROPERTY_HINT_NODE_TYPE, "Node"), "set_exported_node", "get_exported_node");
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}
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private:
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void push_self() {
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if (callback_list) {
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@ -75,7 +83,12 @@ public:
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int process_counter = 0;
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int physics_process_counter = 0;
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Node *exported_node = nullptr;
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List<Node *> *callback_list = nullptr;
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void set_exported_node(Node *p_node) { exported_node = p_node; }
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Node *get_exported_node() const { return exported_node; }
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};
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TEST_CASE("[SceneTree][Node] Testing node operations with a very simple scene tree") {
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@ -478,6 +491,66 @@ TEST_CASE("[SceneTree][Node] Testing node operations with a more complex simple
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memdelete(node2);
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}
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TEST_CASE("[SceneTree][Node]Exported node checks") {
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TestNode *node = memnew(TestNode);
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SceneTree::get_singleton()->get_root()->add_child(node);
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Node *child = memnew(Node);
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child->set_name("Child");
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node->add_child(child);
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child->set_owner(node);
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node->set("exported_node", child);
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SUBCASE("Property of duplicated node should point to duplicated child") {
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GDREGISTER_CLASS(TestNode);
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TestNode *dup = Object::cast_to<TestNode>(node->duplicate());
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Node *new_exported = Object::cast_to<Node>(dup->get("exported_node"));
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CHECK(new_exported == dup->get_child(0));
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memdelete(dup);
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}
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SUBCASE("Saving instance with exported node should not store the unchanged property") {
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node->set_process_mode(Node::PROCESS_MODE_ALWAYS);
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Ref<PackedScene> ps;
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ps.instantiate();
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ps->pack(node);
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String scene_path = OS::get_singleton()->get_cache_path().path_join("test_scene.tscn");
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ps->set_path(scene_path);
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Node *root = memnew(Node);
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Node *sub_child = ps->instantiate(PackedScene::GEN_EDIT_STATE_MAIN);
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root->add_child(sub_child);
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sub_child->set_owner(root);
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Ref<PackedScene> ps2;
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ps2.instantiate();
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ps2->pack(root);
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scene_path = OS::get_singleton()->get_cache_path().path_join("new_test_scene.tscn");
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ResourceSaver::save(ps2, scene_path);
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memdelete(root);
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bool is_wrong = false;
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Ref<FileAccess> fa = FileAccess::open(scene_path, FileAccess::READ);
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while (!fa->eof_reached()) {
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const String line = fa->get_line();
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if (line.begins_with("exported_node")) {
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// The property was saved, while it shouldn't.
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is_wrong = true;
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break;
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}
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}
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CHECK_FALSE(is_wrong);
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}
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memdelete(node);
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}
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TEST_CASE("[Node] Processing checks") {
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Node *node = memnew(Node);
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