regression-test-project/ReparentingDeleting/ReparentingDeleting.gd
2021-04-18 20:06:14 +02:00

97 lines
3.5 KiB
GDScript

extends Node
var number_of_nodes : int = 0
var collected_nodes : Array = []
var disabled_classes : Array = [
"NavigationAgent2D", "NavigationAgent3D","GPUParticlesCollisionHeightField",
"ReflectionProbe",# Cause errors, not sure about it
# Creating them is really slow in Godot 4.0
"ColorPicker",
"FileDialog",
"ColorPickerButton",
"PhysicalSkyMaterial",
"ProceduralSkyMaterial"
] # 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(),11) # 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
# - Add multiple nodes to scene
# - Set name to each
# - In process
# - Get random node
# - Remove 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
# - If nodes are the same, add node to root one(cannot set self as self parent) and repeat steps
# - 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 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)
parent_of_node = choosen_node.get_parent()
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)
# for name_to_remove in names_to_remove:
# 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
add_child(choosen_node)
continue
if choosen_node == random_node: # Do not reparent node to self
add_child(choosen_node)
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 = []
array.append(node.get_name())
for child in node.get_children():
if String(child.get_name()).begins_with("Special Node"):
array.append_array(find_all_special_children_names(child))
return array