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Merge pull request #90306 from TheOrioli/issue_88662
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Make InstancePlaceholders in charge of resolving node references in instances
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akien-mga committed May 28, 2024
2 parents f9dc62b + edd2e6e commit 5b2dc8a
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Showing 5 changed files with 670 additions and 8 deletions.
131 changes: 123 additions & 8 deletions scene/main/instance_placeholder.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -88,27 +88,142 @@ Node *InstancePlaceholder::create_instance(bool p_replace, const Ref<PackedScene
if (!ps.is_valid()) {
return nullptr;
}
Node *scene = ps->instantiate();
if (!scene) {
Node *instance = ps->instantiate();
if (!instance) {
return nullptr;
}
scene->set_name(get_name());
scene->set_multiplayer_authority(get_multiplayer_authority());
instance->set_name(get_name());
instance->set_multiplayer_authority(get_multiplayer_authority());
int pos = get_index();

for (const PropSet &E : stored_values) {
scene->set(E.name, E.value);
set_value_on_instance(this, instance, E);
}

if (p_replace) {
queue_free();
base->remove_child(this);
}

base->add_child(scene);
base->move_child(scene, pos);
base->add_child(instance);
base->move_child(instance, pos);

return scene;
return instance;
}

// This method will attempt to set the correct values on the placeholder instance
// for regular types this is trivial and unnecessary.
// For nodes however this becomes a bit tricky because they might now have existed until the instantiation,
// so this method will try to find the correct nodes and resolve them.
void InstancePlaceholder::set_value_on_instance(InstancePlaceholder *p_placeholder, Node *p_instance, const PropSet &p_set) {
bool is_valid;

// If we don't have any info, we can't do anything,
// so try setting the value directly.
Variant current = p_instance->get(p_set.name, &is_valid);
if (!is_valid) {
p_instance->set(p_set.name, p_set.value, &is_valid);
return;
}

Variant::Type current_type = current.get_type();
Variant::Type placeholder_type = p_set.value.get_type();

// Arrays are a special case, because their containing type might be different.
if (current_type != Variant::Type::ARRAY) {
// Check if the variant types match.
if (Variant::evaluate(Variant::OP_EQUAL, current_type, placeholder_type)) {
p_instance->set(p_set.name, p_set.value, &is_valid);
if (is_valid) {
return;
}
// Types match but setting failed? This is strange, so let's print a warning!
WARN_PRINT(vformat("Property '%s' with type '%s' could not be set when creating instance of '%s'.", p_set.name, Variant::get_type_name(current_type), p_placeholder->get_name()));
return;
}
} else {
// We are dealing with an Array.
// Let's check if the subtype of the array matches first.
// This is needed because the set method of ScriptInstance checks for type,
// but the ClassDB set method doesn't! So we cannot reliably know what actually happens.
Array current_array = current;
Array placeholder_array = p_set.value;
if (current_array.is_same_typed(placeholder_array)) {
p_instance->set(p_set.name, p_set.value, &is_valid);
if (is_valid) {
return;
}
// Internal array types match but setting failed? This is strange, so let's print a warning!
WARN_PRINT(vformat("Array Property '%s' with type '%s' could not be set when creating instance of '%s'.", p_set.name, Variant::get_type_name(Variant::Type(current_array.get_typed_builtin())), p_placeholder->get_name()));
}
// Arrays are not the same internal type. This should be happening because we have a NodePath Array,
// but the instance wants a Node Array.
}

switch (current_type) {
case Variant::Type::NIL:
if (placeholder_type != Variant::Type::NODE_PATH) {
break;
}
// If it's nil but we have a NodePath, we guess what works.

p_instance->set(p_set.name, p_set.value, &is_valid);
if (is_valid) {
break;
}

p_instance->set(p_set.name, try_get_node(p_placeholder, p_instance, p_set.value), &is_valid);
break;
case Variant::Type::OBJECT:
if (placeholder_type != Variant::Type::NODE_PATH) {
break;
}
// Easiest case, we want a node, but we have a deferred NodePath.
p_instance->set(p_set.name, try_get_node(p_placeholder, p_instance, p_set.value));
break;
case Variant::Type::ARRAY: {
// If we have reached here it means our array types don't match,
// so we will convert the placeholder array into the correct type
// and resolve nodes if necessary.
Array current_array = current;
Array converted_array;
Array placeholder_array = p_set.value;
converted_array = current_array.duplicate();
converted_array.resize(placeholder_array.size());

if (Variant::evaluate(Variant::OP_EQUAL, current_array.get_typed_builtin(), Variant::Type::NODE_PATH)) {
// We want a typed NodePath array.
for (int i = 0; i < placeholder_array.size(); i++) {
converted_array.set(i, placeholder_array[i]);
}
} else {
// We want Nodes, convert NodePaths.
for (int i = 0; i < placeholder_array.size(); i++) {
converted_array.set(i, try_get_node(p_placeholder, p_instance, placeholder_array[i]));
}
}

p_instance->set(p_set.name, converted_array, &is_valid);
if (!is_valid) {
WARN_PRINT(vformat("Property '%s' with type '%s' could not be set when creating instance of '%s'.", p_set.name, Variant::get_type_name(current_type), p_placeholder->get_name()));
}
break;
}
default:
WARN_PRINT(vformat("Property '%s' with type '%s' could not be set when creating instance of '%s'.", p_set.name, Variant::get_type_name(current_type), p_placeholder->get_name()));
break;
}
}

Node *InstancePlaceholder::try_get_node(InstancePlaceholder *p_placeholder, Node *p_instance, const NodePath &p_path) {
// First try to resolve internally,
// if that fails try resolving externally.
Node *node = p_instance->get_node_or_null(p_path);
if (node == nullptr) {
node = p_placeholder->get_node_or_null(p_path);
}

return node;
}

Dictionary InstancePlaceholder::get_stored_values(bool p_with_order) {
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4 changes: 4 additions & 0 deletions scene/main/instance_placeholder.h
Original file line number Diff line number Diff line change
Expand Up @@ -46,6 +46,10 @@ class InstancePlaceholder : public Node {

List<PropSet> stored_values;

private:
void set_value_on_instance(InstancePlaceholder *p_placeholder, Node *p_instance, const PropSet &p_set);
Node *try_get_node(InstancePlaceholder *p_placeholder, Node *p_instance, const NodePath &p_path);

protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
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10 changes: 10 additions & 0 deletions scene/resources/packed_scene.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -314,6 +314,16 @@ Node *SceneState::instantiate(GenEditState p_edit_state) const {
ERR_FAIL_INDEX_V(nprops[j].value, prop_count, nullptr);

if (nprops[j].name & FLAG_PATH_PROPERTY_IS_NODE) {
if (!Engine::get_singleton()->is_editor_hint() && node->get_scene_instance_load_placeholder()) {
// We cannot know if the referenced nodes exist yet, so instead of deferring, we write the NodePaths directly.

uint32_t name_idx = nprops[j].name & (FLAG_PATH_PROPERTY_IS_NODE - 1);
ERR_FAIL_UNSIGNED_INDEX_V(name_idx, (uint32_t)sname_count, nullptr);

node->set(snames[name_idx], props[nprops[j].value], &valid);
continue;
}

uint32_t name_idx = nprops[j].name & (FLAG_PATH_PROPERTY_IS_NODE - 1);
ERR_FAIL_UNSIGNED_INDEX_V(name_idx, (uint32_t)sname_count, nullptr);

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