Add debug prints (#48)

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Rafał Mikrut 2021-04-28 13:26:20 +02:00 committed by GitHub
parent 4a4a1543d9
commit 7177d6034a
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2 changed files with 146 additions and 93 deletions

View File

@ -1,39 +1,67 @@
extends Node
var TIME_TO_DELETE : float = 1.0
var time_to_delete : float = TIME_TO_DELETE
# This script adds nodes to scene tree and removes them after certain amount
# of time
var disabled_classes : Array = []
# Counters which are used to delete and adds nodes in loop
var TIME_TO_DELETE: float = 3.0
var time_to_delete: float = TIME_TO_DELETE
func _populate() -> void:
for _i in range(2): # Number of created
# List of disabled classes
var disabled_classes: Array = []
# List of all collected nodes which
var classes: Array = []
var debug_enabled: bool = false
# Collects all classes which will be used
func collect() -> void:
for name_of_class in ClassDB.get_class_list():
if name_of_class in disabled_classes:
continue
if !ClassDB.can_instance(name_of_class):
continue
if ClassDB.is_parent_class(name_of_class,"Control"):
add_child(ClassDB.instance(name_of_class))
if ClassDB.is_parent_class(name_of_class, "Control"):
classes.append(name_of_class)
continue
if ClassDB.is_parent_class(name_of_class,"Spatial"):
add_child(ClassDB.instance(name_of_class))
if ClassDB.is_parent_class(name_of_class, "Spatial"):
classes.append(name_of_class)
continue
if ClassDB.is_parent_class(name_of_class,"Node2D"):
add_child(ClassDB.instance(name_of_class))
if ClassDB.is_parent_class(name_of_class, "Node2D"):
classes.append(name_of_class)
continue
if ClassDB.is_parent_class(name_of_class,"Node"):
add_child(ClassDB.instance(name_of_class))
if ClassDB.get_parent_class(name_of_class) == "Node":
classes.append(name_of_class)
continue
classes.sort()
if debug_enabled:
var to_print: String = "DEBUG: List of classes used in Nodes scene:\n"
to_print += "DEBUG: ["
for index in range(classes.size()):
to_print += "\"" + classes[index] + "\""
if index != classes.size() - 1:
to_print += ", "
print(to_print)
# Populate at start
# Adds nodes to scenes
func populate() -> void:
for _i in range(2): # Number of created instances of object
for name_of_class in classes:
add_child(ClassDB.instance(name_of_class))
# Populate nodes at start
func _ready() -> void:
_populate()
collect()
populate()
# Move nodes a little and delete and readd them later
func _process(delta: float) -> void:
# Moves nodes a little
for i in get_children():
if i is Control:
i._set_size(Vector2(200 * randf() - 100, 200 * randf() - 100))
@ -45,10 +73,15 @@ func _process(delta: float) -> void:
i.set_translation(Vector3(10 * randf(), 10 * randf(), 10 * randf()))
time_to_delete -= delta
# Delete and adds later nodes
if time_to_delete < 0:
if debug_enabled:
print("DEBUG: Deleting nodes")
time_to_delete += TIME_TO_DELETE
for i in get_children():
i.queue_free()
_populate()
if debug_enabled:
print("DEBUG: Adding nodes")
populate()

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@ -1,44 +1,15 @@
extends Node
var number_of_nodes : int = 0
# Script first adds nodes to scene, then choose some random nodes and reparents
# them or delete and replace with new ones
var collected_nodes : Array = []
var disabled_classes : Array = [
"ReflectionProbe", # Cause errors, not sure about it
] # Just add name of any class if cause problems
func collect() -> void:
var classes : Array = ClassDB.get_class_list()
classes.sort()
for name_of_class in classes:
if ClassDB.is_parent_class(name_of_class,"Node"):
if name_of_class.find("Editor") != -1: # We don't want to test editor nodes
continue
if disabled_classes.has(name_of_class): # Class is disabled
continue
if ClassDB.can_instance(name_of_class): # Only instantable nodes can be used
collected_nodes.append(name_of_class)
func _ready() -> void:
seed(405)
collect()
number_of_nodes = max(collected_nodes.size(),200) # Use at least all nodes, or more if you want(168 is probably number nodes)
for i in range(number_of_nodes):
var index = i
if i >= collected_nodes.size(): # Wrap values
index = i % collected_nodes.size()
var child : Node = ClassDB.instance(collected_nodes[index])
child.set_name("Special Node " + str(i))
add_child(child)
## It is quite easy algorithm to reparent and delete items
## Algorithm
# - Add multiple nodes to scene
# - Set name to each
# - In process
# - In _process
# - Get random node
# - Remove its parent
# - Play with a russian roulette
# - Detach it from its parent
# - Play with a russian roulette:
# - If node will be deleted, be sure to get list of its all children and then
# replace all with new nodes(change also name) and old remove with queue_free()
# - Get another random node
@ -46,30 +17,77 @@ func _ready() -> void:
# - If second node is child of first, add first node to root one(prevents from memory leaks due invalid reparenting)
# - At the end add first random node as child of second
func _process(delta: float) -> void:
# assert(Performance.get_monitor(Performance.OBJECT_ORPHAN_NODE_COUNT) == 0) # Don't work good with running more than 1 this scene
var number_of_nodes: int = 0
var choosen_node : Node
var parent_of_node : Node
# Collected nodes
var collected_nodes: Array = []
# Disabled nodes which won't be used
var disabled_classes: Array = [
"ReflectionProbe", #GH 45460
]
var debug_enabled: bool = false
func collect() -> void:
var classes: Array = ClassDB.get_class_list()
classes.sort()
for name_of_class in classes:
if ClassDB.is_parent_class(name_of_class, "Node"):
if name_of_class.find("Editor") != -1: # We don't want to test editor nodes
continue
if disabled_classes.has(name_of_class): # Class is disabled
continue
if ClassDB.can_instance(name_of_class): # Only instantable nodes can be used
collected_nodes.append(name_of_class)
if debug_enabled:
var to_print: String = "DEBUG: List of classes used in ReparentingDeleting scene:\n"
to_print += "DEBUG: ["
for index in range(classes.size()):
to_print += "\"" + classes[index] + "\""
if index != classes.size() - 1:
to_print += ", "
print(to_print)
func _ready() -> void:
seed(405)
collect()
number_of_nodes = max(collected_nodes.size(), 200) # Use at least all nodes, or more if you want(168 is probably number of all nodes)
for i in range(number_of_nodes):
var index = i
if i >= collected_nodes.size(): # Wrap values
index = i % collected_nodes.size()
var child: Node = ClassDB.instance(collected_nodes[index])
child.set_name("Special Node " + str(i))
add_child(child)
func _process(delta: float) -> void:
# assert(Performance.get_monitor(Performance.OBJECT_ORPHAN_NODE_COUNT) == 0) # Don't work good when instancing more than 1 scene, because node queued for deleting
var choosen_node: Node
var parent_of_node: Node
for i in range(5):
var number : String = "Special Node " + str(randi() % number_of_nodes)
choosen_node = find_node(number,true,false)
var number: String = "Special Node " + str(randi() % number_of_nodes)
choosen_node = find_node(number, true, false)
parent_of_node = choosen_node.get_parent()
var random_node = find_node("Special Node " + str(randi() % number_of_nodes),true,false)
var random_node = find_node("Special Node " + str(randi() % number_of_nodes), true, false)
parent_of_node.remove_child(choosen_node)
if randi() % 6 == 0: # 16% chance to remove node with children
var names_to_remove : Array = find_all_special_children_names(choosen_node)
var names_to_remove: Array = find_all_special_children_names(choosen_node)
for name_to_remove in names_to_remove:
var node : Node = ClassDB.instance(collected_nodes[randi() % collected_nodes.size()])
var node: Node = ClassDB.instance(collected_nodes[randi() % collected_nodes.size()])
node.set_name(name_to_remove)
add_child(node)
choosen_node.queue_free()
continue
if choosen_node.find_node(random_node.get_name(),true,false) != null: # Cannot set as node parent one of its child
if choosen_node.find_node(random_node.get_name(), true, false) != null: # Cannot set as node parent one of its child
add_child(choosen_node)
continue
if choosen_node == random_node: # Do not reparent node to self
@ -77,9 +95,11 @@ func _process(delta: float) -> void:
continue
random_node.add_child(choosen_node)
# Finds recusivelly all child nodes which are not internal
func find_all_special_children_names(node : Node) -> Array:
var array : Array = []
# Finds recusivelly all child nodes which will be also removed to be able to add
# exactly same number of nodes in replacement.
func find_all_special_children_names(node: Node) -> Array:
var array: Array = []
array.append(node.get_name())
for child in node.get_children():
if child.get_name().begins_with("Special Node"):