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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@ -69,9 +69,6 @@ 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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@ -131,8 +128,6 @@ void TilesEditorUtils::_thread() {
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// Add the viewport at the last moment to avoid rendering too early.
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callable_mp((Node *)EditorNode::get_singleton(), &Node::add_child).call_deferred(viewport, false, Node::INTERNAL_MODE_DISABLED);
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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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@ -145,11 +140,7 @@ 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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@ -1625,8 +1625,11 @@ void TileMapLayer::_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, &TileMapLayer::_deferred_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, &TileMapLayer::_deferred_internal_update).call_deferred();
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}
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}
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void TileMapLayer::_deferred_internal_update() {
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@ -1695,7 +1698,8 @@ void TileMapLayer::_notification(int p_what) {
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case NOTIFICATION_EXIT_TREE: {
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dirty.flags[DIRTY_FLAGS_LAYER_IN_TREE] = true;
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_queue_internal_update();
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// Update immediately on exiting.
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update_internals();
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} break;
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case TileMap::NOTIFICATION_ENTER_CANVAS: {
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@ -1705,7 +1709,8 @@ void TileMapLayer::_notification(int p_what) {
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case TileMap::NOTIFICATION_EXIT_CANVAS: {
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dirty.flags[DIRTY_FLAGS_LAYER_IN_CANVAS] = true;
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_queue_internal_update();
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// Update immediately on exiting.
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update_internals();
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} break;
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case TileMap::NOTIFICATION_VISIBILITY_CHANGED: {
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