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Fix GraphEdit::arange_nodes causing a freeze

When a Graph contains cycles, e.g. 1->2->3->1 _layering would end
up in an infinite loop since IS_SUBSET would never be true.
By keeping check of the size of z, which contains the already layered
nodes, one can detect a freeze (since it should change after
current_layer increases. If it doesn't "u" didn't change and q and u
will  never be equal resulting  in a freeze/infinite while loop).
If a freeze happens warn the user and put all the nodes part of the
cycle (leftover in p) to the  first layer which will end up in them
being listed top to bottom.
tefusion 3 năm trước cách đây
mục cha
commit
f1c19e058c
1 tập tin đã thay đổi với 14 bổ sung1 xóa
  1. 14 1
      scene/gui/graph_edit.cpp

+ 14 - 1
scene/gui/graph_edit.cpp

@@ -1823,7 +1823,20 @@ HashMap<int, Vector<StringName>> GraphEdit::_layering(const HashSet<StringName>
 		}
 		if (!selected) {
 			current_layer++;
+			uint32_t previous_size_z = z.size();
 			_set_operations(GraphEdit::UNION, z, u);
+			if (z.size() == previous_size_z) {
+				WARN_PRINT("Graph contains cycle(s). The cycle(s) will not be rearranged accurately.");
+				Vector<StringName> t;
+				if (l.has(0)) {
+					t.append_array(l[0]);
+				}
+				for (const StringName &E : p) {
+					t.push_back(E);
+				}
+				l.insert(0, t);
+				break;
+			}
 		}
 		selected = false;
 	}
@@ -2138,7 +2151,7 @@ void GraphEdit::arrange_nodes() {
 			HashSet<StringName> s;
 			for (List<Connection>::Element *E = connections.front(); E; E = E->next()) {
 				GraphNode *p_from = Object::cast_to<GraphNode>(node_names[E->get().from]);
-				if (E->get().to == gn->get_name() && p_from->is_selected()) {
+				if (E->get().to == gn->get_name() && p_from->is_selected() && E->get().to != E->get().from) {
 					if (!s.has(p_from->get_name())) {
 						s.insert(p_from->get_name());
 					}