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added list_orphan_nodes, edited print_orphan_nodes
print_orphan_nodes now prints the script file attached to the node. list_orphan_nodes was created to return the same data as print_orphan_nodes in a dictionary format for users who wish to process this data differently than the print_orphan_nodes behavior.
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@@ -495,6 +495,13 @@
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Fetches a node by [NodePath]. Similar to [method get_node], but does not generate an error if [param path] does not point to a valid node.
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</description>
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</method>
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<method name="get_orphan_node_ids" qualifiers="static">
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<return type="int[]" />
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<description>
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Returns object IDs of all orphan nodes (nodes outside the [SceneTree]). Used for debugging.
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[b]Note:[/b] [method get_orphan_node_ids] only works in debug builds. When called in a project exported in release mode, [method get_orphan_node_ids] will return an empty array.
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</description>
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</method>
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<method name="get_parent" qualifiers="const">
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<return type="Node" />
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<description>
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@@ -3482,9 +3482,17 @@ static void _print_orphan_nodes_routine(Object *p_obj) {
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path = String(p->get_name()) + "/" + p->get_path_to(n);
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}
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String source;
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Variant script = n->get_script();
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if (!script.is_null()) {
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Resource *obj = Object::cast_to<Resource>(script);
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source = obj->get_path();
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}
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List<String> info_strings;
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info_strings.push_back(path);
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info_strings.push_back(n->get_class());
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info_strings.push_back(source);
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_print_orphan_nodes_map[p_obj->get_instance_id()] = info_strings;
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}
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@@ -3499,13 +3507,31 @@ void Node::print_orphan_nodes() {
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ObjectDB::debug_objects(_print_orphan_nodes_routine);
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for (const KeyValue<ObjectID, List<String>> &E : _print_orphan_nodes_map) {
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print_line(itos(E.key) + " - Stray Node: " + E.value.get(0) + " (Type: " + E.value.get(1) + ")");
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print_line(itos(E.key) + " - Stray Node: " + E.value.get(0) + " (Type: " + E.value.get(1) + ") (Source:" + E.value.get(2) + ")");
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}
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// Flush it after use.
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_print_orphan_nodes_map.clear();
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#endif
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}
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TypedArray<int> Node::get_orphan_node_ids() {
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TypedArray<int> ret;
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#ifdef DEBUG_ENABLED
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// Make sure it's empty.
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_print_orphan_nodes_map.clear();
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// Collect and return information about orphan nodes.
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ObjectDB::debug_objects(_print_orphan_nodes_routine);
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for (const KeyValue<ObjectID, List<String>> &E : _print_orphan_nodes_map) {
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ret.push_back(E.key);
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}
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// Flush it after use.
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_print_orphan_nodes_map.clear();
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#endif
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return ret;
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}
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void Node::queue_free() {
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// There are users which instantiate multiple scene trees for their games.
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@@ -3815,6 +3841,7 @@ void Node::_bind_methods() {
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GLOBAL_DEF(PropertyInfo(Variant::INT, "editor/naming/node_name_casing", PROPERTY_HINT_ENUM, "PascalCase,camelCase,snake_case,kebab-case"), NAME_CASING_PASCAL_CASE);
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ClassDB::bind_static_method("Node", D_METHOD("print_orphan_nodes"), &Node::print_orphan_nodes);
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ClassDB::bind_static_method("Node", D_METHOD("get_orphan_node_ids"), &Node::get_orphan_node_ids);
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ClassDB::bind_method(D_METHOD("add_sibling", "sibling", "force_readable_name"), &Node::add_sibling, DEFVAL(false));
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ClassDB::bind_method(D_METHOD("set_name", "name"), &Node::set_name);
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@@ -742,6 +742,7 @@ public:
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ProcessThreadGroup get_process_thread_group() const;
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static void print_orphan_nodes();
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static TypedArray<int> get_orphan_node_ids();
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#ifdef TOOLS_ENABLED
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String validate_child_name(Node *p_child);
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