Backported from godot4: [TileMap] Fix forcing cleanup on exiting tree/canvas

- AThousandShips
09edece17d
This commit is contained in:
Relintai 2024-04-06 19:07:12 +02:00
parent cb55fa2292
commit 3ac3c7da24
2 changed files with 35 additions and 38 deletions

View File

@ -59,11 +59,11 @@ Vector2i LayeredTileMapLayer::_coords_to_debug_quadrant_coords(const Vector2i &p
p_coords.y > 0 ? p_coords.y / TILE_MAP_DEBUG_QUADRANT_SIZE : (p_coords.y - (TILE_MAP_DEBUG_QUADRANT_SIZE - 1)) / TILE_MAP_DEBUG_QUADRANT_SIZE);
}
void LayeredTileMapLayer::_debug_update() {
void LayeredTileMapLayer::_debug_update(bool p_force_cleanup) {
RenderingServer *rs = RenderingServer::get_singleton();
// Check if we should cleanup everything.
bool forced_cleanup = in_destructor || !enabled || !tile_set.is_valid() || !is_visible_in_tree();
bool forced_cleanup = p_force_cleanup || !enabled || !tile_set.is_valid() || !is_visible_in_tree();
if (forced_cleanup) {
for (HashMap<Vector2i, Ref<DebugQuadrant>>::Element *kv = debug_quadrant_map.front(); kv; kv = kv->next) {
@ -187,11 +187,11 @@ void LayeredTileMapLayer::_debug_quadrants_update_cell(CellData &r_cell_data, Se
#endif // DEBUG_ENABLED
/////////////////////////////// Rendering //////////////////////////////////////
void LayeredTileMapLayer::_rendering_update() {
void LayeredTileMapLayer::_rendering_update(bool p_force_cleanup) {
RenderingServer *rs = RenderingServer::get_singleton();
// Check if we should cleanup everything.
bool forced_cleanup = in_destructor || !enabled || !tile_set.is_valid() || !is_visible_in_tree();
bool forced_cleanup = p_force_cleanup || !enabled || !tile_set.is_valid() || !is_visible_in_tree();
// ----------- Layer level processing -----------
if (!forced_cleanup) {
@ -738,9 +738,9 @@ void LayeredTileMapLayer::_rendering_draw_cell_debug(const RID &p_canvas_item, c
/////////////////////////////// Physics //////////////////////////////////////
void LayeredTileMapLayer::_physics_update() {
void LayeredTileMapLayer::_physics_update(bool p_force_cleanup) {
// Check if we should cleanup everything.
bool forced_cleanup = in_destructor || !enabled || !collision_enabled || !is_inside_tree() || !tile_set.is_valid();
bool forced_cleanup = p_force_cleanup || !enabled || !collision_enabled || !is_inside_tree() || !tile_set.is_valid();
if (forced_cleanup) {
// Clean everything.
for (HashMap<Vector2i, CellData>::Element *kv = tile_map_layer_data.front(); kv; kv = kv->next) {
@ -1000,12 +1000,12 @@ void LayeredTileMapLayer::_physics_draw_cell_debug(const RID &p_canvas_item, con
/////////////////////////////// Navigation //////////////////////////////////////
void LayeredTileMapLayer::_navigation_update() {
void LayeredTileMapLayer::_navigation_update(bool p_force_cleanup) {
ERR_FAIL_NULL(Navigation2DServer::get_singleton());
Navigation2DServer *ns = Navigation2DServer::get_singleton();
// Check if we should cleanup everything.
bool forced_cleanup = in_destructor || !enabled || !navigation_enabled || !is_inside_tree() || !tile_set.is_valid();
bool forced_cleanup = p_force_cleanup || !enabled || !navigation_enabled || !is_inside_tree() || !tile_set.is_valid();
// ----------- Layer level processing -----------
// All this processing is kept for compatibility with the LayeredTileMap node.
@ -1277,9 +1277,9 @@ void LayeredTileMapLayer::_navigation_draw_cell_debug(const RID &p_canvas_item,
/////////////////////////////// Scenes //////////////////////////////////////
void LayeredTileMapLayer::_scenes_update() {
void LayeredTileMapLayer::_scenes_update(bool p_force_cleanup) {
// Check if we should cleanup everything.
bool forced_cleanup = in_destructor || !enabled || !is_inside_tree() || !tile_set.is_valid();
bool forced_cleanup = p_force_cleanup || !enabled || !is_inside_tree() || !tile_set.is_valid();
if (forced_cleanup) {
// Clean everything.
@ -1410,9 +1410,9 @@ void LayeredTileMapLayer::_scenes_draw_cell_debug(const RID &p_canvas_item, cons
/////////////////////////////////////////////////////////////////////
void LayeredTileMapLayer::_build_runtime_update_tile_data() {
void LayeredTileMapLayer::_build_runtime_update_tile_data(bool p_force_cleanup) {
// Check if we should cleanup everything.
bool forced_cleanup = in_destructor || !enabled || !tile_set.is_valid() || !is_visible_in_tree();
bool forced_cleanup = p_force_cleanup || !enabled || !tile_set.is_valid() || !is_visible_in_tree();
if (!forced_cleanup) {
bool valid_runtime_update = has_method("_use_tile_data_runtime_update") && has_method("_tile_data_runtime_update");
bool valid_runtime_update_for_tilemap = tile_map_node && tile_map_node->has_method("_use_tile_data_runtime_update") && tile_map_node->has_method("_tile_data_runtime_update"); // For keeping compatibility.
@ -1720,23 +1720,21 @@ void LayeredTileMapLayer::_deferred_internal_update() {
}
// Update dirty quadrants on layers.
_internal_update();
pending_update = false;
_internal_update(false);
}
void LayeredTileMapLayer::_internal_update() {
void LayeredTileMapLayer::_internal_update(bool p_force_cleanup) {
// Find LayeredTileData that need a runtime modification.
// This may add cells to the dirty list if a runtime modification has been notified.
_build_runtime_update_tile_data();
_build_runtime_update_tile_data(p_force_cleanup);
// Update all subsystems.
_rendering_update();
_physics_update();
_navigation_update();
_scenes_update();
_rendering_update(p_force_cleanup);
_physics_update(p_force_cleanup);
_navigation_update(p_force_cleanup);
_scenes_update(p_force_cleanup);
#ifdef DEBUG_ENABLED
_debug_update();
_debug_update(p_force_cleanup);
#endif // DEBUG_ENABLED
_clear_runtime_update_tile_data();
@ -1763,6 +1761,8 @@ void LayeredTileMapLayer::_internal_update() {
// Clear the dirty cells list.
dirty.cell_list.clear();
pending_update = false;
}
//VertexLights2D
@ -1788,8 +1788,8 @@ void LayeredTileMapLayer::_notification(int p_what) {
case NOTIFICATION_EXIT_TREE: {
dirty.flags[DIRTY_FLAGS_LAYER_IN_TREE] = true;
// Update immediately on exiting.
update_internals();
// Update immediately on exiting, and force cleanup.
_internal_update(true);
} break;
case NOTIFICATION_ENTER_CANVAS: {
@ -1799,8 +1799,8 @@ void LayeredTileMapLayer::_notification(int p_what) {
case NOTIFICATION_EXIT_CANVAS: {
dirty.flags[DIRTY_FLAGS_LAYER_IN_CANVAS] = true;
// Update immediately on exiting.
update_internals();
// Update immediately on exiting, and force cleanup.
_internal_update(true);
} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
@ -2633,8 +2633,7 @@ Vector2i LayeredTileMapLayer::get_coords_for_body_rid(RID p_physics_body) const
}
void LayeredTileMapLayer::update_internals() {
pending_update = true;
_deferred_internal_update();
_internal_update(false);
}
void LayeredTileMapLayer::notify_runtime_tile_data_update() {
@ -3034,9 +3033,8 @@ LayeredTileMapLayer::LayeredTileMapLayer() {
}
LayeredTileMapLayer::~LayeredTileMapLayer() {
in_destructor = true;
clear();
_internal_update();
_internal_update(true);
}
HashMap<Vector2i, LayeredTileSet::CellNeighbor> TerrainConstraint::get_overlapping_coords_and_peering_bits() const {

View File

@ -339,7 +339,6 @@ private:
bool flags[DIRTY_FLAGS_MAX] = { false };
SelfList<CellData>::List cell_list;
} dirty;
bool in_destructor = false;
// Rect cache.
mutable Rect2 rect_cache;
@ -349,7 +348,7 @@ private:
// Runtime tile data.
bool _runtime_update_tile_data_was_cleaned_up = false;
void _build_runtime_update_tile_data();
void _build_runtime_update_tile_data(bool p_force_cleanup);
void _build_runtime_update_tile_data_for_cell(CellData &r_cell_data, bool p_use_tilemap_for_runtime, bool p_auto_add_to_dirty_list = false);
bool _runtime_update_needs_all_cells_cleaned_up = false;
void _clear_runtime_update_tile_data();
@ -360,13 +359,13 @@ private:
HashMap<Vector2i, Ref<DebugQuadrant>> debug_quadrant_map;
Vector2i _coords_to_debug_quadrant_coords(const Vector2i &p_coords) const;
bool _debug_was_cleaned_up = false;
void _debug_update();
void _debug_update(bool p_force_cleanup);
void _debug_quadrants_update_cell(CellData &r_cell_data, SelfList<DebugQuadrant>::List &r_dirty_debug_quadrant_list);
#endif // DEBUG_ENABLED
HashMap<Vector2i, Ref<RenderingQuadrant>> rendering_quadrant_map;
bool _rendering_was_cleaned_up = false;
void _rendering_update();
void _rendering_update(bool p_force_cleanup);
void _rendering_notification(int p_what);
void _rendering_quadrants_update_cell(CellData &r_cell_data, SelfList<RenderingQuadrant>::List &r_dirty_rendering_quadrant_list);
void _rendering_occluders_clear_cell(CellData &r_cell_data);
@ -377,7 +376,7 @@ private:
HashMap<RID, Vector2i> bodies_coords; // Mapping for RID to coords.
bool _physics_was_cleaned_up = false;
void _physics_update();
void _physics_update(bool p_force_cleanup);
void _physics_notification(int p_what);
void _physics_clear_cell(CellData &r_cell_data);
void _physics_update_cell(CellData &r_cell_data);
@ -386,7 +385,7 @@ private:
#endif // DEBUG_ENABLED
bool _navigation_was_cleaned_up = false;
void _navigation_update();
void _navigation_update(bool p_force_cleanup);
void _navigation_notification(int p_what);
void _navigation_clear_cell(CellData &r_cell_data);
void _navigation_update_cell(CellData &r_cell_data);
@ -395,7 +394,7 @@ private:
#endif // DEBUG_ENABLED
bool _scenes_was_cleaned_up = false;
void _scenes_update();
void _scenes_update(bool p_force_cleanup);
void _scenes_clear_cell(CellData &r_cell_data);
void _scenes_update_cell(CellData &r_cell_data);
#ifdef DEBUG_ENABLED
@ -415,7 +414,7 @@ private:
// Internal updates.
void _queue_internal_update();
void _deferred_internal_update();
void _internal_update();
void _internal_update(bool p_force_cleanup);
//VertexLights2D
#ifdef MODULE_VERTEX_LIGHTS_2D_ENABLED