Use ObjectID to track cached scene groups.
This prevents a crash that could occur when using the Node pointer would reference a Node which had been freed after node_removal.
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@ -274,20 +274,22 @@ void GroupsEditor::_update_groups_and_tree() {
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_update_tree();
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}
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void GroupsEditor::_update_scene_groups(Node *p_node) {
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if (scene_groups_cache.has(p_node)) {
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scene_groups = scene_groups_cache[p_node];
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scene_groups_cache.erase(p_node);
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void GroupsEditor::_update_scene_groups(const ObjectID &p_id) {
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HashMap<ObjectID, HashMap<StringName, bool>>::Iterator I = scene_groups_cache.find(p_id);
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if (I) {
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scene_groups = I->value;
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scene_groups_cache.remove(I);
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} else {
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scene_groups = HashMap<StringName, bool>();
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}
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}
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void GroupsEditor::_cache_scene_groups(Node *p_node) {
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void GroupsEditor::_cache_scene_groups(const ObjectID &p_id) {
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const int edited_scene_count = EditorNode::get_editor_data().get_edited_scene_count();
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for (int i = 0; i < edited_scene_count; i++) {
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if (p_node == EditorNode::get_editor_data().get_edited_scene_root(i)) {
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scene_groups_cache[p_node] = scene_groups_for_caching;
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Node *edited_scene_root = EditorNode::get_editor_data().get_edited_scene_root(i);
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if (edited_scene_root && p_id == edited_scene_root->get_instance_id()) {
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scene_groups_cache[p_id] = scene_groups_for_caching;
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break;
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}
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}
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@ -305,7 +307,7 @@ void GroupsEditor::set_current(Node *p_node) {
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if (scene_tree->get_edited_scene_root() != scene_root_node) {
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scene_root_node = scene_tree->get_edited_scene_root();
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_update_scene_groups(scene_root_node);
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_update_scene_groups(scene_root_node->get_instance_id());
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_update_groups();
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}
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@ -803,7 +805,7 @@ void GroupsEditor::_bind_methods() {
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void GroupsEditor::_node_removed(Node *p_node) {
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if (scene_root_node == p_node) {
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scene_groups_for_caching = scene_groups;
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callable_mp(this, &GroupsEditor::_cache_scene_groups).call_deferred(p_node);
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callable_mp(this, &GroupsEditor::_cache_scene_groups).call_deferred(p_node->get_instance_id());
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scene_root_node = nullptr;
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}
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@ -78,14 +78,14 @@ class GroupsEditor : public VBoxContainer {
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Button *add = nullptr;
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Tree *tree = nullptr;
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HashMap<Node *, HashMap<StringName, bool>> scene_groups_cache;
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HashMap<ObjectID, HashMap<StringName, bool>> scene_groups_cache;
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HashMap<StringName, bool> scene_groups_for_caching;
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HashMap<StringName, bool> scene_groups;
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HashMap<StringName, String> global_groups;
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void _update_scene_groups(Node *p_node);
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void _cache_scene_groups(Node *p_node);
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void _update_scene_groups(const ObjectID &p_id);
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void _cache_scene_groups(const ObjectID &p_id);
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void _show_add_group_dialog();
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void _show_rename_group_dialog();
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