Ensure process notification is received only if really enabled, fixes #7894

This commit is contained in:
Juan Linietsky 2018-07-29 21:20:41 -03:00
parent e896261b87
commit 15db793ef2
3 changed files with 15 additions and 1 deletions

View File

@ -725,6 +725,17 @@ const Map<StringName, MultiplayerAPI::RPCMode>::Element *Node::get_node_rset_mod
return data.rpc_properties.find(p_property);
}
bool Node::can_process_notification(int p_what) const {
switch (p_what) {
case NOTIFICATION_PHYSICS_PROCESS: return data.physics_process;
case NOTIFICATION_PROCESS: return data.idle_process;
case NOTIFICATION_INTERNAL_PROCESS: return data.idle_process_internal;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: return data.physics_process_internal;
}
return true;
}
bool Node::can_process() const {
ERR_FAIL_COND_V(!is_inside_tree(), false);

View File

@ -364,6 +364,7 @@ public:
void set_pause_mode(PauseMode p_mode);
PauseMode get_pause_mode() const;
bool can_process() const;
bool can_process_notification(int p_what) const;
void request_ready();

View File

@ -951,6 +951,8 @@ void SceneTree::_notify_group_pause(const StringName &p_group, int p_notificatio
if (!n->can_process())
continue;
if (!n->can_process_notification(p_notification))
continue;
n->notification(p_notification);
//ERR_FAIL_COND(node_count != g.nodes.size());