Fix recursive Node.find_children

This commit is contained in:
kleonc 2023-03-29 14:52:16 +02:00
parent 23394bebed
commit d159123633
2 changed files with 27 additions and 16 deletions

View File

@ -1414,25 +1414,19 @@ TypedArray<Node> Node::find_children(const String &p_pattern, const String &p_ty
continue;
}
if (!p_pattern.is_empty()) {
if (!cptr[i]->data.name.operator String().match(p_pattern)) {
continue;
} else if (p_type.is_empty()) {
if (p_pattern.is_empty() || cptr[i]->data.name.operator String().match(p_pattern)) {
if (p_type.is_empty() || cptr[i]->is_class(p_type)) {
ret.append(cptr[i]);
}
}
} else if (cptr[i]->get_script_instance()) {
Ref<Script> scr = cptr[i]->get_script_instance()->get_script();
while (scr.is_valid()) {
if ((ScriptServer::is_global_class(p_type) && ScriptServer::get_global_class_path(p_type) == scr->get_path()) || p_type == scr->get_path()) {
ret.append(cptr[i]);
break;
}
if (cptr[i]->is_class(p_type)) {
ret.append(cptr[i]);
} else if (cptr[i]->get_script_instance()) {
Ref<Script> scr = cptr[i]->get_script_instance()->get_script();
while (scr.is_valid()) {
if ((ScriptServer::is_global_class(p_type) && ScriptServer::get_global_class_path(p_type) == scr->get_path()) || p_type == scr->get_path()) {
ret.append(cptr[i]);
break;
scr = scr->get_base_script();
}
scr = scr->get_base_script();
}
}

View File

@ -267,6 +267,9 @@ TEST_CASE("[SceneTree][Node] Testing node operations with a more complex simple
Node *child = SceneTree::get_singleton()->get_root()->find_child("NestedNode", true, false);
CHECK_EQ(child, nullptr);
TypedArray<Node> children = SceneTree::get_singleton()->get_root()->find_children("NestedNode", "", true, false);
CHECK_EQ(children.size(), 0);
node1->set_name("Node1");
node2->set_name("Node2");
node1_1->set_name("NestedNode");
@ -274,15 +277,29 @@ TEST_CASE("[SceneTree][Node] Testing node operations with a more complex simple
child = SceneTree::get_singleton()->get_root()->find_child("NestedNode", true, false);
CHECK_EQ(child, node1_1);
children = SceneTree::get_singleton()->get_root()->find_children("NestedNode", "", true, false);
CHECK_EQ(children.size(), 1);
CHECK_EQ(Object::cast_to<Node>(children[0]), node1_1);
// First node that matches with the name is node1.
child = SceneTree::get_singleton()->get_root()->find_child("Node?", true, false);
CHECK_EQ(child, node1);
children = SceneTree::get_singleton()->get_root()->find_children("Node?", "", true, false);
CHECK_EQ(children.size(), 2);
CHECK_EQ(Object::cast_to<Node>(children[0]), node1);
CHECK_EQ(Object::cast_to<Node>(children[1]), node2);
SceneTree::get_singleton()->get_root()->move_child(node2, 0);
// It should be node2, as it is now the first one in the tree.
child = SceneTree::get_singleton()->get_root()->find_child("Node?", true, false);
CHECK_EQ(child, node2);
children = SceneTree::get_singleton()->get_root()->find_children("Node?", "", true, false);
CHECK_EQ(children.size(), 2);
CHECK_EQ(Object::cast_to<Node>(children[0]), node2);
CHECK_EQ(Object::cast_to<Node>(children[1]), node1);
}
SUBCASE("Nodes should be accessible via their node path") {