Simplify Subresource Saving
Redo edited subresource (and resource) saving in a much more simplified way. I think this should work (unless I am missing something) and be faster than what is there. It should also supersede #55885. I am not 100% entirely convinced that this approach works, but I think it should so please test.
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@ -1614,34 +1614,6 @@ bool EditorNode::_validate_scene_recursive(const String &p_filename, Node *p_nod
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return false;
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}
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static bool _find_edited_resources(const Ref<Resource> &p_resource, HashSet<Ref<Resource>> &edited_resources) {
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if (p_resource->is_edited()) {
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edited_resources.insert(p_resource);
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return true;
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}
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List<PropertyInfo> plist;
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p_resource->get_property_list(&plist);
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for (const PropertyInfo &E : plist) {
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if (E.type == Variant::OBJECT && E.usage & PROPERTY_USAGE_STORAGE && !(E.usage & PROPERTY_USAGE_RESOURCE_NOT_PERSISTENT)) {
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Ref<Resource> res = p_resource->get(E.name);
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if (res.is_null()) {
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continue;
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}
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if (res->get_path().is_resource_file()) { // Not a subresource, continue.
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continue;
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}
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if (_find_edited_resources(res, edited_resources)) {
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return true;
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}
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}
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}
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return false;
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}
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int EditorNode::_save_external_resources() {
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// Save external resources and its subresources if any was modified.
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@ -1651,27 +1623,41 @@ int EditorNode::_save_external_resources() {
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}
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flg |= ResourceSaver::FLAG_REPLACE_SUBRESOURCE_PATHS;
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HashSet<Ref<Resource>> edited_subresources;
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HashSet<String> edited_resources;
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int saved = 0;
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List<Ref<Resource>> cached;
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ResourceCache::get_cached_resources(&cached);
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for (const Ref<Resource> &res : cached) {
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if (!res->get_path().is_resource_file()) {
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for (Ref<Resource> res : cached) {
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if (!res->is_edited()) {
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continue;
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}
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// not only check if this resource is edited, check contained subresources too
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if (_find_edited_resources(res, edited_subresources)) {
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ResourceSaver::save(res->get_path(), res, flg);
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saved++;
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String path = res->get_path();
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if (path.begins_with("res://")) {
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int subres_pos = path.find("::");
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if (subres_pos == -1) {
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// Actual resource.
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edited_resources.insert(path);
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} else {
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edited_resources.insert(path.substr(0, subres_pos));
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}
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}
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res->set_edited(false);
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}
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// Clear later, because user may have put the same subresource in two different resources,
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// which will be shared until the next reload.
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for (const Ref<Resource> &E : edited_subresources) {
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Ref<Resource> res = E;
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res->set_edited(false);
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for (const String &E : edited_resources) {
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Ref<Resource> res = Ref<Resource>(ResourceCache::get(E));
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if (!res.is_valid()) {
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continue; // Maybe it was erased in a thread, who knows.
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}
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Ref<PackedScene> ps = res;
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if (ps.is_valid()) {
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continue; // Do not save PackedScenes, this will mess up the editor.
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}
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ResourceSaver::save(res->get_path(), res, flg);
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saved++;
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}
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return saved;
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