Prevent threading problems in `TileMap`
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@ -5,7 +5,7 @@
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</brief_description>
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<description>
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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.
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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.
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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.
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To force an update earlier on, call [method update_internals].
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</description>
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<tutorials>
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@ -68,9 +68,6 @@ void TilesEditorUtils::_thread_func(void *ud) {
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}
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void TilesEditorUtils::_thread() {
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CallQueue queue;
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MessageQueue::set_thread_singleton_override(&queue);
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pattern_thread_exited.clear();
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while (!pattern_thread_exit.is_set()) {
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pattern_preview_sem.wait();
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@ -130,8 +127,6 @@ void TilesEditorUtils::_thread() {
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// Add the viewport at the last moment to avoid rendering too early.
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EditorNode::get_singleton()->call_deferred("add_child", viewport);
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MessageQueue::get_singleton()->flush();
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RS::get_singleton()->connect(SNAME("frame_pre_draw"), callable_mp(const_cast<TilesEditorUtils *>(this), &TilesEditorUtils::_preview_frame_started), Object::CONNECT_ONE_SHOT);
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pattern_preview_done.wait();
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@ -144,11 +139,7 @@ void TilesEditorUtils::_thread() {
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viewport->queue_free();
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}
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}
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MessageQueue::get_singleton()->flush();
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}
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MessageQueue::get_singleton()->flush();
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pattern_thread_exited.set();
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}
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@ -3023,6 +3023,8 @@ void TileMap::_notification(int p_what) {
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for (Ref<TileMapLayer> &layer : layers) {
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layer->notify_tile_map_change(TileMapLayer::DIRTY_FLAGS_TILE_MAP_IN_TREE);
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}
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// Update on exit to prevent threading problems.
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_internal_update();
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} break;
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case TileMap::NOTIFICATION_ENTER_CANVAS: {
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@ -3035,6 +3037,8 @@ void TileMap::_notification(int p_what) {
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for (Ref<TileMapLayer> &layer : layers) {
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layer->notify_tile_map_change(TileMapLayer::DIRTY_FLAGS_TILE_MAP_IN_CANVAS);
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}
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// Update on exit to prevent threading problems.
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_internal_update();
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} break;
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case NOTIFICATION_DRAW: {
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@ -3109,8 +3113,11 @@ void TileMap::queue_internal_update() {
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if (pending_update) {
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return;
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}
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pending_update = true;
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callable_mp(this, &TileMap::_internal_update).call_deferred();
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// Don't update when outside the tree, it doesn't do anything useful, and causes threading problems.
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if (is_inside_tree()) {
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pending_update = true;
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callable_mp(this, &TileMap::_internal_update).call_deferred();
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}
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}
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void TileMap::_internal_update() {
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