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Reduce and prevent unnecessary random-access to List
Random-access access to `List` when iterating is `O(n^2)` (`O(n)` when accessing a single element) * Removed subscript operator, in favor of a more explicit `get` * Added conversion from `Iterator` to `ConstIterator` * Remade existing operations into other solutions when applicable
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@@ -243,7 +243,7 @@ Error SceneReplicationInterface::on_replication_start(Object *p_obj, Variant p_c
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// Try to apply synchronizer Net ID
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ERR_FAIL_COND_V_MSG(pending_sync_net_ids.is_empty(), ERR_INVALID_DATA, vformat("The MultiplayerSynchronizer at path \"%s\" is unable to process the pending spawn since it has no network ID. This might happen when changing the multiplayer authority during the \"_ready\" callback. Make sure to only change the authority of multiplayer synchronizers during \"_enter_tree\" or the \"_spawn_custom\" callback of their multiplayer spawner.", sync->get_path()));
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ERR_FAIL_COND_V(!peers_info.has(pending_spawn_remote), ERR_INVALID_DATA);
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uint32_t net_id = pending_sync_net_ids[0];
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uint32_t net_id = pending_sync_net_ids.front()->get();
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pending_sync_net_ids.pop_front();
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peers_info[pending_spawn_remote].recv_sync_ids[net_id] = sync->get_instance_id();
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sync->set_net_id(net_id);
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