/*************************************************************************/
/*  visual_server_callbacks.cpp                                          */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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/* "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 */
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/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/*************************************************************************/

#include "visual_server_callbacks.h"

#include "core/object.h"

void VisualServerCallbacks::lock() {
	mutex.lock();
}

void VisualServerCallbacks::unlock() {
	mutex.unlock();
}

void VisualServerCallbacks::flush() {
	// should be ok without a lock ..
	// is the most common case and should be quicker
	if (!messages.size()) {
		return;
	}

	lock();
	for (int n = 0; n < messages.size(); n++) {
		const Message &mess = messages[n];

		Object *obj = ObjectDB::get_instance(mess.object_id);
		if (!obj) {
			continue;
		}

		obj->notification_callback(mess.type);
	}

	messages.clear();

	unlock();
}
