Merge pull request #88916 from AThousandShips/tile_thread_fix_4_2

[4.2] Prevent threading problems in `TileMap`
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Rémi Verschelde 2024-02-28 13:35:59 +01:00
commit 2fdeeead5b
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3 changed files with 10 additions and 12 deletions

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@ -5,7 +5,7 @@
</brief_description>
<description>
Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of tiles which are used to create grid-based maps. A TileMap may have several layers, layouting tiles on top of each other.
For performance reasons, all TileMap updates are batched at the end of a frame. Notably, this means that scene tiles from a [TileSetScenesCollectionSource] may be initialized after their parent.
For performance reasons, all TileMap updates are batched at the end of a frame. Notably, this means that scene tiles from a [TileSetScenesCollectionSource] may be initialized after their parent. This is only queued when inside the scene tree.
To force an update earlier on, call [method update_internals].
</description>
<tutorials>

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@ -68,9 +68,6 @@ void TilesEditorUtils::_thread_func(void *ud) {
}
void TilesEditorUtils::_thread() {
CallQueue queue;
MessageQueue::set_thread_singleton_override(&queue);
pattern_thread_exited.clear();
while (!pattern_thread_exit.is_set()) {
pattern_preview_sem.wait();
@ -130,8 +127,6 @@ void TilesEditorUtils::_thread() {
// Add the viewport at the last moment to avoid rendering too early.
EditorNode::get_singleton()->call_deferred("add_child", viewport);
MessageQueue::get_singleton()->flush();
RS::get_singleton()->connect(SNAME("frame_pre_draw"), callable_mp(const_cast<TilesEditorUtils *>(this), &TilesEditorUtils::_preview_frame_started), Object::CONNECT_ONE_SHOT);
pattern_preview_done.wait();
@ -144,11 +139,7 @@ void TilesEditorUtils::_thread() {
viewport->queue_free();
}
}
MessageQueue::get_singleton()->flush();
}
MessageQueue::get_singleton()->flush();
pattern_thread_exited.set();
}

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@ -3023,6 +3023,8 @@ void TileMap::_notification(int p_what) {
for (Ref<TileMapLayer> &layer : layers) {
layer->notify_tile_map_change(TileMapLayer::DIRTY_FLAGS_TILE_MAP_IN_TREE);
}
// Update on exit to prevent threading problems.
_internal_update();
} break;
case TileMap::NOTIFICATION_ENTER_CANVAS: {
@ -3035,6 +3037,8 @@ void TileMap::_notification(int p_what) {
for (Ref<TileMapLayer> &layer : layers) {
layer->notify_tile_map_change(TileMapLayer::DIRTY_FLAGS_TILE_MAP_IN_CANVAS);
}
// Update on exit to prevent threading problems.
_internal_update();
} break;
case NOTIFICATION_DRAW: {
@ -3109,8 +3113,11 @@ void TileMap::queue_internal_update() {
if (pending_update) {
return;
}
pending_update = true;
callable_mp(this, &TileMap::_internal_update).call_deferred();
// Don't update when outside the tree, it doesn't do anything useful, and causes threading problems.
if (is_inside_tree()) {
pending_update = true;
callable_mp(this, &TileMap::_internal_update).call_deferred();
}
}
void TileMap::_internal_update() {