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Remake resource thread safety and API
* Ensures thread safety when resources are destroyed. * Simplified API by always forcing `ResourceCache::get_ref`, which needs less hacks and is fully thread safe. * Removed RWLock for resources because its not possible to use for the new logic. Should not be a problem. Supersedes #57533
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@@ -875,7 +875,7 @@ void EditorNode::_resources_changed(const Vector<String> &p_resources) {
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int rc = p_resources.size();
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for (int i = 0; i < rc; i++) {
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Ref<Resource> res(ResourceCache::get(p_resources.get(i)));
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Ref<Resource> res = ResourceCache::get_ref(p_resources.get(i));
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if (res.is_null()) {
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continue;
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}
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@@ -1005,8 +1005,8 @@ void EditorNode::_resources_reimported(const Vector<String> &p_resources) {
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continue;
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}
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// Reload normally.
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Resource *resource = ResourceCache::get(p_resources[i]);
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if (resource) {
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Ref<Resource> resource = ResourceCache::get_ref(p_resources[i]);
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if (resource.is_valid()) {
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resource->reload_from_file();
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}
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}
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@@ -1719,7 +1719,7 @@ void EditorNode::_save_scene(String p_file, int idx) {
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// We must update it, but also let the previous scene state go, as
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// old version still work for referencing changes in instantiated or inherited scenes.
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sdata = Ref<PackedScene>(Object::cast_to<PackedScene>(ResourceCache::get(p_file)));
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sdata = ResourceCache::get_ref(p_file);
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if (sdata.is_valid()) {
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sdata->recreate_state();
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} else {
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@@ -3711,7 +3711,7 @@ Error EditorNode::load_scene(const String &p_scene, bool p_ignore_broken_deps, b
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if (ResourceCache::has(lpath)) {
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// Used from somewhere else? No problem! Update state and replace sdata.
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Ref<PackedScene> ps = Ref<PackedScene>(Object::cast_to<PackedScene>(ResourceCache::get(lpath)));
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Ref<PackedScene> ps = ResourceCache::get_ref(lpath);
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if (ps.is_valid()) {
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ps->replace_state(sdata->get_state());
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ps->set_last_modified_time(sdata->get_last_modified_time());
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