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Fix resource shared when duplicating an instanced scene

For resources with `resource_local_to_scene` enabled in the sub-scene,
the resource is already set when the sub-scene is instantiated, so does
not need to be set again. Just needs to update the property of the
resource according to the value in the main scene.
Rindbee 3 年之前
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e0532a711a
共有 5 個文件被更改,包括 72 次插入29 次删除
  1. 24 6
      editor/docks/scene_tree_dock.cpp
  2. 1 1
      editor/docks/scene_tree_dock.h
  3. 33 14
      scene/main/node.cpp
  4. 3 3
      scene/main/node.h
  5. 11 5
      scene/resources/packed_scene.cpp

+ 24 - 6
editor/docks/scene_tree_dock.cpp

@@ -907,6 +907,8 @@ void SceneTreeDock::_tool_selected(int p_tool, bool p_confirm_override) {
 				}
 			}
 
+			HashMap<Node *, HashMap<Ref<Resource>, Ref<Resource>>> &resources_local_to_scenes = clipboard_resource_remap[edited_scene->get_scene_file_path()];
+
 			for (Node *node : selection) {
 				Node *parent = node->get_parent();
 
@@ -922,7 +924,7 @@ void SceneTreeDock::_tool_selected(int p_tool, bool p_confirm_override) {
 				}
 
 				HashMap<const Node *, Node *> duplimap;
-				Node *dup = node->duplicate_from_editor(duplimap);
+				Node *dup = node->duplicate_from_editor(duplimap, edited_scene, resources_local_to_scenes);
 
 				ERR_CONTINUE(!dup);
 
@@ -956,6 +958,14 @@ void SceneTreeDock::_tool_selected(int p_tool, bool p_confirm_override) {
 
 			undo_redo->commit_action();
 
+			for (KeyValue<Node *, HashMap<Ref<Resource>, Ref<Resource>>> &KV : resources_local_to_scenes) {
+				for (KeyValue<Ref<Resource>, Ref<Resource>> &R : KV.value) {
+					if (R.value->is_local_to_scene()) {
+						R.value->setup_local_to_scene();
+					}
+				}
+			}
+
 			if (dupsingle) {
 				_push_item(dupsingle);
 			}
@@ -4334,26 +4344,25 @@ List<Node *> SceneTreeDock::paste_nodes(bool p_paste_as_sibling) {
 	}
 	ur->add_do_method(editor_selection, "clear");
 
-	HashMap<Ref<Resource>, Ref<Resource>> resource_remap;
 	String target_scene;
 	if (edited_scene) {
 		target_scene = edited_scene->get_scene_file_path();
 	}
+	HashMap<Node *, HashMap<Ref<Resource>, Ref<Resource>>> &resources_local_to_scenes = clipboard_resource_remap[target_scene]; // Record the mappings in the sub-scene.
 	if (target_scene != clipboard_source_scene) {
-		if (!clipboard_resource_remap.has(target_scene)) {
+		if (!resources_local_to_scenes.has(nullptr)) {
 			HashMap<Ref<Resource>, Ref<Resource>> remap;
 			for (Node *E : node_clipboard) {
 				_create_remap_for_node(E, remap);
 			}
-			clipboard_resource_remap[target_scene] = remap;
+			resources_local_to_scenes[nullptr] = remap;
 		}
-		resource_remap = clipboard_resource_remap[target_scene];
 	}
 
 	for (Node *node : node_clipboard) {
 		HashMap<const Node *, Node *> duplimap;
 
-		Node *dup = node->duplicate_from_editor(duplimap, resource_remap);
+		Node *dup = node->duplicate_from_editor(duplimap, edited_scene, resources_local_to_scenes);
 		ERR_CONTINUE(!dup);
 
 		pasted_nodes.push_back(dup);
@@ -4396,6 +4405,15 @@ List<Node *> SceneTreeDock::paste_nodes(bool p_paste_as_sibling) {
 	}
 
 	ur->commit_action();
+
+	for (KeyValue<Node *, HashMap<Ref<Resource>, Ref<Resource>>> &KV : resources_local_to_scenes) {
+		for (KeyValue<Ref<Resource>, Ref<Resource>> &R : KV.value) {
+			if (R.value->is_local_to_scene()) {
+				R.value->setup_local_to_scene();
+			}
+		}
+	}
+
 	return pasted_nodes;
 }
 

+ 1 - 1
editor/docks/scene_tree_dock.h

@@ -146,7 +146,7 @@ class SceneTreeDock : public EditorDock {
 	List<Node *> node_clipboard;
 	HashSet<Node *> node_clipboard_edited_scene_owned;
 	String clipboard_source_scene;
-	HashMap<String, HashMap<Ref<Resource>, Ref<Resource>>> clipboard_resource_remap;
+	HashMap<String, HashMap<Node *, HashMap<Ref<Resource>, Ref<Resource>>>> clipboard_resource_remap;
 
 	ScriptCreateDialog *script_create_dialog = nullptr;
 	ShaderCreateDialog *shader_create_dialog = nullptr;

+ 33 - 14
scene/main/node.cpp

@@ -2953,10 +2953,11 @@ Node *Node::duplicate(int p_flags) const {
 
 #ifdef TOOLS_ENABLED
 Node *Node::duplicate_from_editor(HashMap<const Node *, Node *> &r_duplimap) const {
-	return duplicate_from_editor(r_duplimap, HashMap<Ref<Resource>, Ref<Resource>>());
+	HashMap<Node *, HashMap<Ref<Resource>, Ref<Resource>>> tmp;
+	return duplicate_from_editor(r_duplimap, nullptr, tmp);
 }
 
-Node *Node::duplicate_from_editor(HashMap<const Node *, Node *> &r_duplimap, const HashMap<Ref<Resource>, Ref<Resource>> &p_resource_remap) const {
+Node *Node::duplicate_from_editor(HashMap<const Node *, Node *> &r_duplimap, Node *p_scene_root, HashMap<Node *, HashMap<Ref<Resource>, Ref<Resource>>> &p_resource_remap) const {
 	int flags = DUPLICATE_SIGNALS | DUPLICATE_GROUPS | DUPLICATE_SCRIPTS | DUPLICATE_USE_INSTANTIATION | DUPLICATE_FROM_EDITOR;
 	Node *dupe = _duplicate(flags, &r_duplimap);
 
@@ -2969,8 +2970,8 @@ Node *Node::duplicate_from_editor(HashMap<const Node *, Node *> &r_duplimap, con
 	_duplicate_properties(this, this, dupe, flags);
 
 	// This is used by SceneTreeDock's paste functionality. When pasting to foreign scene, resources are duplicated.
-	if (!p_resource_remap.is_empty()) {
-		remap_node_resources(dupe, p_resource_remap);
+	if (p_scene_root) {
+		remap_node_resources(dupe, p_scene_root, p_resource_remap);
 	}
 
 	// Duplication of signals must happen after all the node descendants have been copied,
@@ -2981,7 +2982,9 @@ Node *Node::duplicate_from_editor(HashMap<const Node *, Node *> &r_duplimap, con
 	return dupe;
 }
 
-void Node::remap_node_resources(Node *p_node, const HashMap<Ref<Resource>, Ref<Resource>> &p_resource_remap) const {
+void Node::remap_node_resources(Node *p_node, Node *p_scene_root, HashMap<Node *, HashMap<Ref<Resource>, Ref<Resource>>> &p_resource_remap) const {
+	Node *local_scene = p_node->is_instance() ? p_node : (p_node->get_owner() ? p_node->get_owner() : p_scene_root);
+
 	List<PropertyInfo> props;
 	p_node->get_property_list(&props);
 
@@ -2991,23 +2994,39 @@ void Node::remap_node_resources(Node *p_node, const HashMap<Ref<Resource>, Ref<R
 		}
 
 		Variant v = p_node->get(E.name);
-		if (v.is_ref_counted()) {
-			Ref<Resource> res = v;
-			if (res.is_valid()) {
-				if (p_resource_remap.has(res)) {
-					p_node->set(E.name, p_resource_remap[res]);
-					remap_nested_resources(res, p_resource_remap);
-				}
+		if (!v.is_ref_counted()) {
+			continue;
+		}
+		Ref<Resource> res = v;
+		if (res.is_null()) {
+			continue;
+		}
+
+		if (res->is_local_to_scene()) {
+			if (local_scene == res->get_local_scene()) {
+				continue;
+			}
+			Ref<Resource> dup = SceneState::get_remap_resource(res, p_resource_remap, nullptr, local_scene);
+			p_node->set(E.name, dup);
+			continue;
+		}
+
+		if (res->is_built_in()) {
+			// Use nullptr instead of a specific node (current scene root node) to represent the scene,
+			// as the Make Scene Root operation may be executed.
+			if (p_resource_remap[nullptr].has(res)) {
+				p_node->set(E.name, p_resource_remap[nullptr][res]);
+				remap_nested_resources(res, p_resource_remap[nullptr]);
 			}
 		}
 	}
 
 	for (int i = 0; i < p_node->get_child_count(); i++) {
-		remap_node_resources(p_node->get_child(i), p_resource_remap);
+		remap_node_resources(p_node->get_child(i), p_scene_root, p_resource_remap);
 	}
 }
 
-void Node::remap_nested_resources(Ref<Resource> p_resource, const HashMap<Ref<Resource>, Ref<Resource>> &p_resource_remap) const {
+void Node::remap_nested_resources(Ref<Resource> p_resource, HashMap<Ref<Resource>, Ref<Resource>> &p_resource_remap) const {
 	List<PropertyInfo> props;
 	p_resource->get_property_list(&props);
 

+ 3 - 3
scene/main/node.h

@@ -721,9 +721,9 @@ public:
 	Node *duplicate(int p_flags = DUPLICATE_GROUPS | DUPLICATE_SIGNALS | DUPLICATE_SCRIPTS) const;
 #ifdef TOOLS_ENABLED
 	Node *duplicate_from_editor(HashMap<const Node *, Node *> &r_duplimap) const;
-	Node *duplicate_from_editor(HashMap<const Node *, Node *> &r_duplimap, const HashMap<Ref<Resource>, Ref<Resource>> &p_resource_remap) const;
-	void remap_node_resources(Node *p_node, const HashMap<Ref<Resource>, Ref<Resource>> &p_resource_remap) const;
-	void remap_nested_resources(Ref<Resource> p_resource, const HashMap<Ref<Resource>, Ref<Resource>> &p_resource_remap) const;
+	Node *duplicate_from_editor(HashMap<const Node *, Node *> &r_duplimap, Node *p_scene_root, HashMap<Node *, HashMap<Ref<Resource>, Ref<Resource>>> &p_resource_remap) const;
+	void remap_node_resources(Node *p_node, Node *p_scene_root, HashMap<Node *, HashMap<Ref<Resource>, Ref<Resource>>> &p_resource_remap) const;
+	void remap_nested_resources(Ref<Resource> p_resource, HashMap<Ref<Resource>, Ref<Resource>> &p_resource_remap) const;
 #endif
 
 	// used by editors, to save what has changed only

+ 11 - 5
scene/resources/packed_scene.cpp

@@ -81,7 +81,13 @@ static Array _sanitize_node_pinned_properties(Node *p_node) {
 Ref<Resource> SceneState::get_remap_resource(const Ref<Resource> &p_resource, HashMap<Node *, HashMap<Ref<Resource>, Ref<Resource>>> &remap_cache, const Ref<Resource> &p_fallback, Node *p_for_scene) {
 	ERR_FAIL_COND_V(p_resource.is_null(), Ref<Resource>());
 
-	bool reuse_fallback = p_fallback.is_valid() && p_fallback->is_local_to_scene() && p_fallback->get_class() == p_resource->get_class();
+	// Find the shared copy of the source resource.
+	HashMap<Ref<Resource>, Ref<Resource>>::Iterator R = remap_cache[p_for_scene].find(p_resource);
+	if (R) {
+		return R->value;
+	}
+
+	bool reuse_fallback = p_fallback.is_valid() && p_fallback->is_local_to_scene() && p_fallback->get_class_name() == p_resource->get_class_name();
 
 	if (reuse_fallback) {
 		// The fallback resource can only be mapped at most once when it is valid.
@@ -703,16 +709,16 @@ Variant SceneState::make_local_resource(Variant &p_value, const SceneState::Node
 
 	Node *base = (p_i == 0 || p_node->is_instance()) ? p_node : (p_node->get_owner() ? p_node->get_owner() : p_ret_nodes[0]);
 
+	if (p_node_data.type == TYPE_INSTANTIATED) { // For the (root) nodes of sub-scenes, treat them as parts of the sub-scenes.
+		return get_remap_resource(res, p_resources_local_to_scenes, p_node->get(p_sname), base);
+	}
+
 	// Find the shared copy of the source resource.
 	HashMap<Ref<Resource>, Ref<Resource>>::Iterator R = p_resources_local_to_scenes[base].find(res);
 	if (R) {
 		return R->value;
 	}
 
-	if (p_node_data.type == TYPE_INSTANTIATED) { // For the (root) nodes of sub-scenes, treat them as parts of the sub-scenes.
-		return get_remap_resource(res, p_resources_local_to_scenes, p_node->get(p_sname), base);
-	}
-
 	if (p_edit_state == GEN_EDIT_STATE_MAIN) { // For the main scene, use the resource as is
 		res->configure_for_local_scene(base, p_resources_local_to_scenes[base]);
 		p_resources_local_to_scenes[base][res] = res;