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| /*************************************************************************//*  packed_scene.cpp                                                     *//*************************************************************************//*                       This file is part of:                           *//*                           GODOT ENGINE                                *//*                      https://godotengine.org                          *//*************************************************************************//* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 *//* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   *//*                                                                       *//* Permission is hereby granted, free of charge, to any person obtaining *//* a copy of this software and associated documentation files (the       *//* "Software"), to deal in the Software without restriction, including   *//* without limitation the rights to use, copy, modify, merge, publish,   *//* distribute, sublicense, and/or sell copies of the Software, and to    *//* permit persons to whom the Software is furnished to do so, subject to *//* the following conditions:                                             *//*                                                                       *//* The above copyright notice and this permission notice shall be        *//* included in all copies or substantial portions of the Software.       *//*                                                                       *//* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       *//* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    *//* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*//* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  *//* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  *//* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     *//* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                *//*************************************************************************/#include "packed_scene.h"#include "core/core_string_names.h"#include "core/engine.h"#include "core/io/resource_loader.h"#include "core/project_settings.h"#include "scene/2d/node_2d.h"#include "scene/3d/spatial.h"#include "scene/gui/control.h"#include "scene/main/instance_placeholder.h"#define PACKED_SCENE_VERSION 2bool SceneState::can_instance() const {	return nodes.size() > 0;}Node *SceneState::instance(GenEditState p_edit_state) const {	// nodes where instancing failed (because something is missing)	List<Node *> stray_instances;#define NODE_FROM_ID(p_name, p_id)                   \	Node *p_name;                                    \	if (p_id & FLAG_ID_IS_PATH) {                    \		NodePath np = node_paths[p_id & FLAG_MASK];  \		p_name = ret_nodes[0]->get_node_or_null(np); \	} else {                                         \		ERR_FAIL_INDEX_V(p_id &FLAG_MASK, nc, NULL); \		p_name = ret_nodes[p_id & FLAG_MASK];        \	}	int nc = nodes.size();	ERR_FAIL_COND_V(nc == 0, NULL);	const StringName *snames = NULL;	int sname_count = names.size();	if (sname_count)		snames = &names[0];	const Variant *props = NULL;	int prop_count = variants.size();	if (prop_count)		props = &variants[0];	//Vector<Variant> properties;	const NodeData *nd = &nodes[0];	Node **ret_nodes = (Node **)alloca(sizeof(Node *) * nc);	bool gen_node_path_cache = p_edit_state != GEN_EDIT_STATE_DISABLED && node_path_cache.empty();	Map<Ref<Resource>, Ref<Resource> > resources_local_to_scene;	for (int i = 0; i < nc; i++) {		const NodeData &n = nd[i];		Node *parent = NULL;		if (i > 0) {			ERR_FAIL_COND_V_MSG(n.parent == -1, NULL, vformat("Invalid scene: node %s does not specify its parent node.", snames[n.name]));			NODE_FROM_ID(nparent, n.parent);#ifdef DEBUG_ENABLED			if (!nparent && (n.parent & FLAG_ID_IS_PATH)) {				WARN_PRINT(String("Parent path '" + String(node_paths[n.parent & FLAG_MASK]) + "' for node '" + String(snames[n.name]) + "' has vanished when instancing: '" + get_path() + "'.").ascii().get_data());			}#endif			parent = nparent;		}		Node *node = NULL;		if (i == 0 && base_scene_idx >= 0) {			//scene inheritance on root node			Ref<PackedScene> sdata = props[base_scene_idx];			ERR_FAIL_COND_V(!sdata.is_valid(), NULL);			node = sdata->instance(p_edit_state == GEN_EDIT_STATE_DISABLED ? PackedScene::GEN_EDIT_STATE_DISABLED : PackedScene::GEN_EDIT_STATE_INSTANCE); //only main gets main edit state			ERR_FAIL_COND_V(!node, NULL);			if (p_edit_state != GEN_EDIT_STATE_DISABLED) {				node->set_scene_inherited_state(sdata->get_state());			}		} else if (n.instance >= 0) {			//instance a scene into this node			if (n.instance & FLAG_INSTANCE_IS_PLACEHOLDER) {				String path = props[n.instance & FLAG_MASK];				if (disable_placeholders) {					Ref<PackedScene> sdata = ResourceLoader::load(path, "PackedScene");					ERR_FAIL_COND_V(!sdata.is_valid(), NULL);					node = sdata->instance(p_edit_state == GEN_EDIT_STATE_DISABLED ? PackedScene::GEN_EDIT_STATE_DISABLED : PackedScene::GEN_EDIT_STATE_INSTANCE);					ERR_FAIL_COND_V(!node, NULL);				} else {					InstancePlaceholder *ip = memnew(InstancePlaceholder);					ip->set_instance_path(path);					node = ip;				}				node->set_scene_instance_load_placeholder(true);			} else {				Ref<PackedScene> sdata = props[n.instance & FLAG_MASK];				ERR_FAIL_COND_V(!sdata.is_valid(), NULL);				node = sdata->instance(p_edit_state == GEN_EDIT_STATE_DISABLED ? PackedScene::GEN_EDIT_STATE_DISABLED : PackedScene::GEN_EDIT_STATE_INSTANCE);				ERR_FAIL_COND_V(!node, NULL);			}		} else if (n.type == TYPE_INSTANCED) {			//get the node from somewhere, it likely already exists from another instance			if (parent) {				node = parent->_get_child_by_name(snames[n.name]);#ifdef DEBUG_ENABLED				if (!node) {					WARN_PRINT(String("Node '" + String(ret_nodes[0]->get_path_to(parent)) + "/" + String(snames[n.name]) + "' was modified from inside an instance, but it has vanished.").ascii().get_data());				}#endif			}		} else if (ClassDB::is_class_enabled(snames[n.type])) {			//node belongs to this scene and must be created			Object *obj = ClassDB::instance(snames[n.type]);			if (!Object::cast_to<Node>(obj)) {				if (obj) {					memdelete(obj);					obj = NULL;				}				WARN_PRINT(String("Warning node of type " + snames[n.type].operator String() + " does not exist.").ascii().get_data());				if (n.parent >= 0 && n.parent < nc && ret_nodes[n.parent]) {					if (Object::cast_to<Spatial>(ret_nodes[n.parent])) {						obj = memnew(Spatial);					} else if (Object::cast_to<Control>(ret_nodes[n.parent])) {						obj = memnew(Control);					} else if (Object::cast_to<Node2D>(ret_nodes[n.parent])) {						obj = memnew(Node2D);					}				}				if (!obj) {					obj = memnew(Node);				}			}			node = Object::cast_to<Node>(obj);		} else {			//print_line("Class is disabled for: " + itos(n.type));			//print_line("name: " + String(snames[n.type]));		}		if (node) {			// may not have found the node (part of instanced scene and removed)			// if found all is good, otherwise ignore			//properties			int nprop_count = n.properties.size();			if (nprop_count) {				const NodeData::Property *nprops = &n.properties[0];				for (int j = 0; j < nprop_count; j++) {					bool valid;					ERR_FAIL_INDEX_V(nprops[j].name, sname_count, NULL);					ERR_FAIL_INDEX_V(nprops[j].value, prop_count, NULL);					if (snames[nprops[j].name] == CoreStringNames::get_singleton()->_script) {						//work around to avoid old script variables from disappearing, should be the proper fix to:						//https://github.com/godotengine/godot/issues/2958						//store old state						List<Pair<StringName, Variant> > old_state;						if (node->get_script_instance()) {							node->get_script_instance()->get_property_state(old_state);						}						node->set(snames[nprops[j].name], props[nprops[j].value], &valid);						//restore old state for new script, if exists						for (List<Pair<StringName, Variant> >::Element *E = old_state.front(); E; E = E->next()) {							node->set(E->get().first, E->get().second);						}					} else {						Variant value = props[nprops[j].value];						if (value.get_type() == Variant::OBJECT) {							//handle resources that are local to scene by duplicating them if needed							Ref<Resource> res = value;							if (res.is_valid()) {								if (res->is_local_to_scene()) {									Map<Ref<Resource>, Ref<Resource> >::Element *E = resources_local_to_scene.find(res);									if (E) {										value = E->get();									} else {										Node *base = i == 0 ? node : ret_nodes[0];										if (p_edit_state == GEN_EDIT_STATE_MAIN) {											//for the main scene, use the resource as is											res->configure_for_local_scene(base, resources_local_to_scene);											resources_local_to_scene[res] = res;										} else {											//for instances, a copy must be made											Node *base2 = i == 0 ? node : ret_nodes[0];											Ref<Resource> local_dupe = res->duplicate_for_local_scene(base2, resources_local_to_scene);											resources_local_to_scene[res] = local_dupe;											res = local_dupe;											value = local_dupe;										}									}									//must make a copy, because this res is local to scene								}							}						} else if (p_edit_state == GEN_EDIT_STATE_INSTANCE) {							value = value.duplicate(true); // Duplicate arrays and dictionaries for the editor						}						node->set(snames[nprops[j].name], value, &valid);					}				}			}			//name			//groups			for (int j = 0; j < n.groups.size(); j++) {				ERR_FAIL_INDEX_V(n.groups[j], sname_count, NULL);				node->add_to_group(snames[n.groups[j]], true);			}			if (n.instance >= 0 || n.type != TYPE_INSTANCED || i == 0) {				//if node was not part of instance, must set its name, parenthood and ownership				if (i > 0) {					if (parent) {						parent->_add_child_nocheck(node, snames[n.name]);						if (n.index >= 0 && n.index < parent->get_child_count() - 1)							parent->move_child(node, n.index);					} else {						//it may be possible that an instanced scene has changed						//and the node has nowhere to go anymore						stray_instances.push_back(node); //can't be added, go to stray list					}				} else {					if (Engine::get_singleton()->is_editor_hint()) {						//validate name if using editor, to avoid broken						node->set_name(snames[n.name]);					} else {						node->_set_name_nocheck(snames[n.name]);					}				}			}			if (n.owner >= 0) {				NODE_FROM_ID(owner, n.owner);				if (owner)					node->_set_owner_nocheck(owner);			}		}		ret_nodes[i] = node;		if (node && gen_node_path_cache && ret_nodes[0]) {			NodePath n2 = ret_nodes[0]->get_path_to(node);			node_path_cache[n2] = i;		}	}	for (Map<Ref<Resource>, Ref<Resource> >::Element *E = resources_local_to_scene.front(); E; E = E->next()) {		E->get()->setup_local_to_scene();	}	//do connections	int cc = connections.size();	const ConnectionData *cdata = connections.ptr();	for (int i = 0; i < cc; i++) {		const ConnectionData &c = cdata[i];		//ERR_FAIL_INDEX_V( c.from, nc, NULL );		//ERR_FAIL_INDEX_V( c.to, nc, NULL );		NODE_FROM_ID(cfrom, c.from);		NODE_FROM_ID(cto, c.to);		if (!cfrom || !cto)			continue;		Vector<Variant> binds;		if (c.binds.size()) {			binds.resize(c.binds.size());			for (int j = 0; j < c.binds.size(); j++)				binds.write[j] = props[c.binds[j]];		}		cfrom->connect(snames[c.signal], cto, snames[c.method], binds, CONNECT_PERSIST | c.flags);	}	//Node *s = ret_nodes[0];	//remove nodes that could not be added, likely as a result that	while (stray_instances.size()) {		memdelete(stray_instances.front()->get());		stray_instances.pop_front();	}	for (int i = 0; i < editable_instances.size(); i++) {		Node *ei = ret_nodes[0]->get_node_or_null(editable_instances[i]);		if (ei) {			ret_nodes[0]->set_editable_instance(ei, true);		}	}	return ret_nodes[0];}static int _nm_get_string(const String &p_string, Map<StringName, int> &name_map) {	if (name_map.has(p_string))		return name_map[p_string];	int idx = name_map.size();	name_map[p_string] = idx;	return idx;}static int _vm_get_variant(const Variant &p_variant, HashMap<Variant, int, VariantHasher, VariantComparator> &variant_map) {	if (variant_map.has(p_variant))		return variant_map[p_variant];	int idx = variant_map.size();	variant_map[p_variant] = idx;	return idx;}Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map<StringName, int> &name_map, HashMap<Variant, int, VariantHasher, VariantComparator> &variant_map, Map<Node *, int> &node_map, Map<Node *, int> &nodepath_map) {	// this function handles all the work related to properly packing scenes, be it	// instanced or inherited.	// given the complexity of this process, an attempt will be made to properly	// document it. if you fail to understand something, please ask!	//discard nodes that do not belong to be processed	if (p_node != p_owner && p_node->get_owner() != p_owner && !p_owner->is_editable_instance(p_node->get_owner()))		return OK;	// save the child instanced scenes that are chosen as editable, so they can be restored	// upon load back	if (p_node != p_owner && p_node->get_filename() != String() && p_owner->is_editable_instance(p_node))		editable_instances.push_back(p_owner->get_path_to(p_node));	NodeData nd;	nd.name = _nm_get_string(p_node->get_name(), name_map);	nd.instance = -1; //not instanced by default	//really convoluted condition, but it basically checks that index is only saved when part of an inherited scene OR the node parent is from the edited scene	if (p_owner->get_scene_inherited_state().is_null() && (p_node == p_owner || (p_node->get_owner() == p_owner && (p_node->get_parent() == p_owner || p_node->get_parent()->get_owner() == p_owner)))) {		//do not save index, because it belongs to saved scene and scene is not inherited		nd.index = -1;	} else if (p_node == p_owner) {		//This (hopefully) happens if the node is a scene root, so its index is irrelevant.		nd.index = -1;	} else {		//part of an inherited scene, or parent is from an instanced scene		nd.index = p_node->get_index();	}	// if this node is part of an instanced scene or sub-instanced scene	// we need to get the corresponding instance states.	// with the instance states, we can query for identical properties/groups	// and only save what has changed	List<PackState> pack_state_stack;	bool instanced_by_owner = true;	{		Node *n = p_node;		while (n) {			if (n == p_owner) {				Ref<SceneState> state = n->get_scene_inherited_state();				if (state.is_valid()) {					int node = state->find_node_by_path(n->get_path_to(p_node));					if (node >= 0) {						//this one has state for this node, save						PackState ps;						ps.node = node;						ps.state = state;						pack_state_stack.push_back(ps);						instanced_by_owner = false;					}				}				if (p_node->get_filename() != String() && p_node->get_owner() == p_owner && instanced_by_owner) {					if (p_node->get_scene_instance_load_placeholder()) {						//it's a placeholder, use the placeholder path						nd.instance = _vm_get_variant(p_node->get_filename(), variant_map);						nd.instance |= FLAG_INSTANCE_IS_PLACEHOLDER;					} else {						//must instance ourselves						Ref<PackedScene> instance = ResourceLoader::load(p_node->get_filename());						if (!instance.is_valid()) {							return ERR_CANT_OPEN;						}						nd.instance = _vm_get_variant(instance, variant_map);					}				}				n = NULL;			} else {				if (n->get_filename() != String()) {					//is an instance					Ref<SceneState> state = n->get_scene_instance_state();					if (state.is_valid()) {						int node = state->find_node_by_path(n->get_path_to(p_node));						if (node >= 0) {							//this one has state for this node, save							PackState ps;							ps.node = node;							ps.state = state;							pack_state_stack.push_back(ps);						}					}				}				n = n->get_owner();			}		}	}	// all setup, we then proceed to check all properties for the node	// and save the ones that are worth saving	List<PropertyInfo> plist;	p_node->get_property_list(&plist);	StringName type = p_node->get_class();	for (List<PropertyInfo>::Element *E = plist.front(); E; E = E->next()) {		if (!(E->get().usage & PROPERTY_USAGE_STORAGE)) {			continue;		}		String name = E->get().name;		Variant value = p_node->get(E->get().name);		bool isdefault = false;		Variant default_value = ClassDB::class_get_default_property_value(type, name);		if (default_value.get_type() != Variant::NIL) {			isdefault = bool(Variant::evaluate(Variant::OP_EQUAL, value, default_value));		}		Ref<Script> script = p_node->get_script();		if (!isdefault && script.is_valid() && script->get_property_default_value(name, default_value)) {			isdefault = bool(Variant::evaluate(Variant::OP_EQUAL, value, default_value));		}		// the version above makes more sense, because it does not rely on placeholder or usage flag		// in the script, just the default value function.		// if (E->get().usage & PROPERTY_USAGE_SCRIPT_DEFAULT_VALUE) {		// 	isdefault = true; //is script default value		// }		if (pack_state_stack.size()) {			// we are on part of an instanced subscene			// or part of instanced scene.			// only save what has been changed			// only save changed properties in instance			if ((E->get().usage & PROPERTY_USAGE_NO_INSTANCE_STATE) || E->get().name == "__meta__") {				//property has requested that no instance state is saved, sorry				//also, meta won't be overridden or saved				continue;			}			bool exists = false;			Variant original;			for (List<PackState>::Element *F = pack_state_stack.back(); F; F = F->prev()) {				//check all levels of pack to see if the property exists somewhere				const PackState &ps = F->get();				original = ps.state->get_property_value(ps.node, E->get().name, exists);				if (exists) {					break;				}			}			if (exists) {				//check if already exists and did not change				if (value.get_type() == Variant::REAL && original.get_type() == Variant::REAL) {					//this must be done because, as some scenes save as text, there might be a tiny difference in floats due to numerical error					float a = value;					float b = original;					if (Math::is_equal_approx(a, b))						continue;				} else if (bool(Variant::evaluate(Variant::OP_EQUAL, value, original))) {					continue;				}			}			if (!exists && isdefault) {				//does not exist in original node, but it's the default value				//so safe to skip too.				continue;			}		} else {			if (isdefault) {				//it's the default value, no point in saving it				continue;			}		}		NodeData::Property prop;		prop.name = _nm_get_string(name, name_map);		prop.value = _vm_get_variant(value, variant_map);		nd.properties.push_back(prop);	}	// save the groups this node is into	// discard groups that come from the original scene	List<Node::GroupInfo> groups;	p_node->get_groups(&groups);	for (List<Node::GroupInfo>::Element *E = groups.front(); E; E = E->next()) {		Node::GroupInfo &gi = E->get();		if (!gi.persistent)			continue;		/*		if (instance_state_node>=0 && instance_state->is_node_in_group(instance_state_node,gi.name))			continue; //group was instanced, don't add here		*/		bool skip = false;		for (List<PackState>::Element *F = pack_state_stack.front(); F; F = F->next()) {			//check all levels of pack to see if the group was added somewhere			const PackState &ps = F->get();			if (ps.state->is_node_in_group(ps.node, gi.name)) {				skip = true;				break;			}		}		if (skip)			continue;		nd.groups.push_back(_nm_get_string(gi.name, name_map));	}	// save the right owner	// for the saved scene root this is -1	// for nodes of the saved scene this is 0	// for nodes of instanced scenes this is >0	if (p_node == p_owner) {		//saved scene root		nd.owner = -1;	} else if (p_node->get_owner() == p_owner) {		//part of saved scene		nd.owner = 0;	} else {		nd.owner = -1;	}	// Save the right type. If this node was created by an instance	// then flag that the node should not be created but reused	if (pack_state_stack.empty()) {		//this node is not part of an instancing process, so save the type		nd.type = _nm_get_string(p_node->get_class(), name_map);	} else {		// this node is part of an instanced process, so do not save the type.		// instead, save that it was instanced		nd.type = TYPE_INSTANCED;	}	// determine whether to save this node or not	// if this node is part of an instanced sub-scene, we can skip storing it if basically	// no properties changed and no groups were added to it.	// below condition is true for all nodes of the scene being saved, and ones in subscenes	// that hold changes	bool save_node = nd.properties.size() || nd.groups.size(); // some local properties or groups exist	save_node = save_node || p_node == p_owner; // owner is always saved	save_node = save_node || (p_node->get_owner() == p_owner && instanced_by_owner); //part of scene and not instanced	int idx = nodes.size();	int parent_node = NO_PARENT_SAVED;	if (save_node) {		//don't save the node if nothing and subscene		node_map[p_node] = idx;		//ok validate parent node		if (p_parent_idx == NO_PARENT_SAVED) {			int sidx;			if (nodepath_map.has(p_node->get_parent())) {				sidx = nodepath_map[p_node->get_parent()];			} else {				sidx = nodepath_map.size();				nodepath_map[p_node->get_parent()] = sidx;			}			nd.parent = FLAG_ID_IS_PATH | sidx;		} else {			nd.parent = p_parent_idx;		}		parent_node = idx;		nodes.push_back(nd);	}	for (int i = 0; i < p_node->get_child_count(); i++) {		Node *c = p_node->get_child(i);		Error err = _parse_node(p_owner, c, parent_node, name_map, variant_map, node_map, nodepath_map);		if (err)			return err;	}	return OK;}Error SceneState::_parse_connections(Node *p_owner, Node *p_node, Map<StringName, int> &name_map, HashMap<Variant, int, VariantHasher, VariantComparator> &variant_map, Map<Node *, int> &node_map, Map<Node *, int> &nodepath_map) {	if (p_node != p_owner && p_node->get_owner() && p_node->get_owner() != p_owner && !p_owner->is_editable_instance(p_node->get_owner()))		return OK;	List<MethodInfo> _signals;	p_node->get_signal_list(&_signals);	_signals.sort();	//ERR_FAIL_COND_V( !node_map.has(p_node), ERR_BUG);	//NodeData &nd = nodes[node_map[p_node]];	for (List<MethodInfo>::Element *E = _signals.front(); E; E = E->next()) {		List<Node::Connection> conns;		p_node->get_signal_connection_list(E->get().name, &conns);		conns.sort();		for (List<Node::Connection>::Element *F = conns.front(); F; F = F->next()) {			const Node::Connection &c = F->get();			if (!(c.flags & CONNECT_PERSIST)) //only persistent connections get saved				continue;			// only connections that originate or end into main saved scene are saved			// everything else is discarded			Node *target = Object::cast_to<Node>(c.target);			if (!target) {				continue;			}			//find if this connection already exists			Node *common_parent = target->find_common_parent_with(p_node);			ERR_CONTINUE(!common_parent);			if (common_parent != p_owner && common_parent->get_filename() == String()) {				common_parent = common_parent->get_owner();			}			bool exists = false;			//go through ownership chain to see if this exists			while (common_parent) {				Ref<SceneState> ps;				if (common_parent == p_owner)					ps = common_parent->get_scene_inherited_state();				else					ps = common_parent->get_scene_instance_state();				if (ps.is_valid()) {					NodePath signal_from = common_parent->get_path_to(p_node);					NodePath signal_to = common_parent->get_path_to(target);					if (ps->has_connection(signal_from, c.signal, signal_to, c.method)) {						exists = true;						break;					}				}				if (common_parent == p_owner)					break;				else					common_parent = common_parent->get_owner();			}			if (exists) { //already exists (comes from instance or inheritance), so don't save				continue;			}			{				Node *nl = p_node;				bool exists2 = false;				while (nl) {					if (nl == p_owner) {						Ref<SceneState> state = nl->get_scene_inherited_state();						if (state.is_valid()) {							int from_node = state->find_node_by_path(nl->get_path_to(p_node));							int to_node = state->find_node_by_path(nl->get_path_to(target));							if (from_node >= 0 && to_node >= 0) {								//this one has state for this node, save								if (state->is_connection(from_node, c.signal, to_node, c.method)) {									exists2 = true;									break;								}							}						}						nl = NULL;					} else {						if (nl->get_filename() != String()) {							//is an instance							Ref<SceneState> state = nl->get_scene_instance_state();							if (state.is_valid()) {								int from_node = state->find_node_by_path(nl->get_path_to(p_node));								int to_node = state->find_node_by_path(nl->get_path_to(target));								if (from_node >= 0 && to_node >= 0) {									//this one has state for this node, save									if (state->is_connection(from_node, c.signal, to_node, c.method)) {										exists2 = true;										break;									}								}							}						}						nl = nl->get_owner();					}				}				if (exists2) {					continue;				}			}			int src_id;			if (node_map.has(p_node)) {				src_id = node_map[p_node];			} else {				if (nodepath_map.has(p_node)) {					src_id = FLAG_ID_IS_PATH | nodepath_map[p_node];				} else {					int sidx = nodepath_map.size();					nodepath_map[p_node] = sidx;					src_id = FLAG_ID_IS_PATH | sidx;				}			}			int target_id;			if (node_map.has(target)) {				target_id = node_map[target];			} else {				if (nodepath_map.has(target)) {					target_id = FLAG_ID_IS_PATH | nodepath_map[target];				} else {					int sidx = nodepath_map.size();					nodepath_map[target] = sidx;					target_id = FLAG_ID_IS_PATH | sidx;				}			}			ConnectionData cd;			cd.from = src_id;			cd.to = target_id;			cd.method = _nm_get_string(c.method, name_map);			cd.signal = _nm_get_string(c.signal, name_map);			cd.flags = c.flags;			for (int i = 0; i < c.binds.size(); i++) {				cd.binds.push_back(_vm_get_variant(c.binds[i], variant_map));			}			connections.push_back(cd);		}	}	for (int i = 0; i < p_node->get_child_count(); i++) {		Node *c = p_node->get_child(i);		Error err = _parse_connections(p_owner, c, name_map, variant_map, node_map, nodepath_map);		if (err)			return err;	}	return OK;}Error SceneState::pack(Node *p_scene) {	ERR_FAIL_NULL_V(p_scene, ERR_INVALID_PARAMETER);	clear();	Node *scene = p_scene;	Map<StringName, int> name_map;	HashMap<Variant, int, VariantHasher, VariantComparator> variant_map;	Map<Node *, int> node_map;	Map<Node *, int> nodepath_map;	//if using scene inheritance, pack the scene it inherits from	if (scene->get_scene_inherited_state().is_valid()) {		String path = scene->get_scene_inherited_state()->get_path();		Ref<PackedScene> instance = ResourceLoader::load(path);		if (instance.is_valid()) {			base_scene_idx = _vm_get_variant(instance, variant_map);		}	}	//instanced, only direct sub-scnes are supported of course	Error err = _parse_node(scene, scene, -1, name_map, variant_map, node_map, nodepath_map);	if (err) {		clear();		ERR_FAIL_V(err);	}	err = _parse_connections(scene, scene, name_map, variant_map, node_map, nodepath_map);	if (err) {		clear();		ERR_FAIL_V(err);	}	names.resize(name_map.size());	for (Map<StringName, int>::Element *E = name_map.front(); E; E = E->next()) {		names.write[E->get()] = E->key();	}	variants.resize(variant_map.size());	const Variant *K = NULL;	while ((K = variant_map.next(K))) {		int idx = variant_map[*K];		variants.write[idx] = *K;	}	node_paths.resize(nodepath_map.size());	for (Map<Node *, int>::Element *E = nodepath_map.front(); E; E = E->next()) {		node_paths.write[E->get()] = scene->get_path_to(E->key());	}	return OK;}void SceneState::set_path(const String &p_path) {	path = p_path;}String SceneState::get_path() const {	return path;}void SceneState::clear() {	names.clear();	variants.clear();	nodes.clear();	connections.clear();	node_path_cache.clear();	node_paths.clear();	editable_instances.clear();	base_scene_idx = -1;}Ref<SceneState> SceneState::_get_base_scene_state() const {	if (base_scene_idx >= 0) {		Ref<PackedScene> ps = variants[base_scene_idx];		if (ps.is_valid()) {			return ps->get_state();		}	}	return Ref<SceneState>();}int SceneState::find_node_by_path(const NodePath &p_node) const {	if (!node_path_cache.has(p_node)) {		if (_get_base_scene_state().is_valid()) {			int idx = _get_base_scene_state()->find_node_by_path(p_node);			if (idx >= 0) {				int rkey = _find_base_scene_node_remap_key(idx);				if (rkey == -1) {					rkey = nodes.size() + base_scene_node_remap.size();					base_scene_node_remap[rkey] = idx;				}				return rkey;			}		}		return -1;	}	int nid = node_path_cache[p_node];	if (_get_base_scene_state().is_valid() && !base_scene_node_remap.has(nid)) {		//for nodes that _do_ exist in current scene, still try to look for		//the node in the instanced scene, as a property may be missing		//from the local one		int idx = _get_base_scene_state()->find_node_by_path(p_node);		if (idx != -1) {			base_scene_node_remap[nid] = idx;		}	}	return nid;}int SceneState::_find_base_scene_node_remap_key(int p_idx) const {	for (Map<int, int>::Element *E = base_scene_node_remap.front(); E; E = E->next()) {		if (E->value() == p_idx) {			return E->key();		}	}	return -1;}Variant SceneState::get_property_value(int p_node, const StringName &p_property, bool &found) const {	found = false;	ERR_FAIL_COND_V(p_node < 0, Variant());	if (p_node < nodes.size()) {		//find in built-in nodes		int pc = nodes[p_node].properties.size();		const StringName *namep = names.ptr();		const NodeData::Property *p = nodes[p_node].properties.ptr();		for (int i = 0; i < pc; i++) {			if (p_property == namep[p[i].name]) {				found = true;				return variants[p[i].value];			}		}	}	//property not found, try on instance	if (base_scene_node_remap.has(p_node)) {		return _get_base_scene_state()->get_property_value(base_scene_node_remap[p_node], p_property, found);	}	return Variant();}bool SceneState::is_node_in_group(int p_node, const StringName &p_group) const {	ERR_FAIL_COND_V(p_node < 0, false);	if (p_node < nodes.size()) {		const StringName *namep = names.ptr();		for (int i = 0; i < nodes[p_node].groups.size(); i++) {			if (namep[nodes[p_node].groups[i]] == p_group)				return true;		}	}	if (base_scene_node_remap.has(p_node)) {		return _get_base_scene_state()->is_node_in_group(base_scene_node_remap[p_node], p_group);	}	return false;}bool SceneState::disable_placeholders = false;void SceneState::set_disable_placeholders(bool p_disable) {	disable_placeholders = p_disable;}bool SceneState::is_connection(int p_node, const StringName &p_signal, int p_to_node, const StringName &p_to_method) const {	ERR_FAIL_COND_V(p_node < 0, false);	ERR_FAIL_COND_V(p_to_node < 0, false);	if (p_node < nodes.size() && p_to_node < nodes.size()) {		int signal_idx = -1;		int method_idx = -1;		for (int i = 0; i < names.size(); i++) {			if (names[i] == p_signal) {				signal_idx = i;			} else if (names[i] == p_to_method) {				method_idx = i;			}		}		if (signal_idx >= 0 && method_idx >= 0) {			//signal and method strings are stored..			for (int i = 0; i < connections.size(); i++) {				if (connections[i].from == p_node && connections[i].to == p_to_node && connections[i].signal == signal_idx && connections[i].method == method_idx) {					return true;				}			}		}	}	if (base_scene_node_remap.has(p_node) && base_scene_node_remap.has(p_to_node)) {		return _get_base_scene_state()->is_connection(base_scene_node_remap[p_node], p_signal, base_scene_node_remap[p_to_node], p_to_method);	}	return false;}void SceneState::set_bundled_scene(const Dictionary &p_dictionary) {	ERR_FAIL_COND(!p_dictionary.has("names"));	ERR_FAIL_COND(!p_dictionary.has("variants"));	ERR_FAIL_COND(!p_dictionary.has("node_count"));	ERR_FAIL_COND(!p_dictionary.has("nodes"));	ERR_FAIL_COND(!p_dictionary.has("conn_count"));	ERR_FAIL_COND(!p_dictionary.has("conns"));	//ERR_FAIL_COND( !p_dictionary.has("path"));	int version = 1;	if (p_dictionary.has("version"))		version = p_dictionary["version"];	ERR_FAIL_COND_MSG(version > PACKED_SCENE_VERSION, "Save format version too new.");	const int node_count = p_dictionary["node_count"];	const PoolVector<int> snodes = p_dictionary["nodes"];	ERR_FAIL_COND(snodes.size() < node_count);	const int conn_count = p_dictionary["conn_count"];	const PoolVector<int> sconns = p_dictionary["conns"];	ERR_FAIL_COND(sconns.size() < conn_count);	PoolVector<String> snames = p_dictionary["names"];	if (snames.size()) {		int namecount = snames.size();		names.resize(namecount);		PoolVector<String>::Read r = snames.read();		for (int i = 0; i < names.size(); i++)			names.write[i] = r[i];	}	Array svariants = p_dictionary["variants"];	if (svariants.size()) {		int varcount = svariants.size();		variants.resize(varcount);		for (int i = 0; i < varcount; i++) {			variants.write[i] = svariants[i];		}	} else {		variants.clear();	}	nodes.resize(node_count);	if (node_count) {		PoolVector<int>::Read r = snodes.read();		int idx = 0;		for (int i = 0; i < node_count; i++) {			NodeData &nd = nodes.write[i];			nd.parent = r[idx++];			nd.owner = r[idx++];			nd.type = r[idx++];			uint32_t name_index = r[idx++];			nd.name = name_index & ((1 << NAME_INDEX_BITS) - 1);			nd.index = (name_index >> NAME_INDEX_BITS);			nd.index--; //0 is invalid, stored as 1			nd.instance = r[idx++];			nd.properties.resize(r[idx++]);			for (int j = 0; j < nd.properties.size(); j++) {				nd.properties.write[j].name = r[idx++];				nd.properties.write[j].value = r[idx++];			}			nd.groups.resize(r[idx++]);			for (int j = 0; j < nd.groups.size(); j++) {				nd.groups.write[j] = r[idx++];			}		}	}	connections.resize(conn_count);	if (conn_count) {		PoolVector<int>::Read r = sconns.read();		int idx = 0;		for (int i = 0; i < conn_count; i++) {			ConnectionData &cd = connections.write[i];			cd.from = r[idx++];			cd.to = r[idx++];			cd.signal = r[idx++];			cd.method = r[idx++];			cd.flags = r[idx++];			cd.binds.resize(r[idx++]);			for (int j = 0; j < cd.binds.size(); j++) {				cd.binds.write[j] = r[idx++];			}		}	}	Array np;	if (p_dictionary.has("node_paths")) {		np = p_dictionary["node_paths"];	}	node_paths.resize(np.size());	for (int i = 0; i < np.size(); i++) {		node_paths.write[i] = np[i];	}	Array ei;	if (p_dictionary.has("editable_instances")) {		ei = p_dictionary["editable_instances"];	}	if (p_dictionary.has("base_scene")) {		base_scene_idx = p_dictionary["base_scene"];	}	editable_instances.resize(ei.size());	for (int i = 0; i < editable_instances.size(); i++) {		editable_instances.write[i] = ei[i];	}	//path=p_dictionary["path"];}Dictionary SceneState::get_bundled_scene() const {	PoolVector<String> rnames;	rnames.resize(names.size());	if (names.size()) {		PoolVector<String>::Write r = rnames.write();		for (int i = 0; i < names.size(); i++)			r[i] = names[i];	}	Dictionary d;	d["names"] = rnames;	d["variants"] = variants;	Vector<int> rnodes;	d["node_count"] = nodes.size();	for (int i = 0; i < nodes.size(); i++) {		const NodeData &nd = nodes[i];		rnodes.push_back(nd.parent);		rnodes.push_back(nd.owner);		rnodes.push_back(nd.type);		uint32_t name_index = nd.name;		if (nd.index < (1 << (32 - NAME_INDEX_BITS)) - 1) { //save if less than 16k children			name_index |= uint32_t(nd.index + 1) << NAME_INDEX_BITS; //for backwards compatibility, index 0 is no index		}		rnodes.push_back(name_index);		rnodes.push_back(nd.instance);		rnodes.push_back(nd.properties.size());		for (int j = 0; j < nd.properties.size(); j++) {			rnodes.push_back(nd.properties[j].name);			rnodes.push_back(nd.properties[j].value);		}		rnodes.push_back(nd.groups.size());		for (int j = 0; j < nd.groups.size(); j++) {			rnodes.push_back(nd.groups[j]);		}	}	d["nodes"] = rnodes;	Vector<int> rconns;	d["conn_count"] = connections.size();	for (int i = 0; i < connections.size(); i++) {		const ConnectionData &cd = connections[i];		rconns.push_back(cd.from);		rconns.push_back(cd.to);		rconns.push_back(cd.signal);		rconns.push_back(cd.method);		rconns.push_back(cd.flags);		rconns.push_back(cd.binds.size());		for (int j = 0; j < cd.binds.size(); j++)			rconns.push_back(cd.binds[j]);	}	d["conns"] = rconns;	Array rnode_paths;	rnode_paths.resize(node_paths.size());	for (int i = 0; i < node_paths.size(); i++) {		rnode_paths[i] = node_paths[i];	}	d["node_paths"] = rnode_paths;	Array reditable_instances;	reditable_instances.resize(editable_instances.size());	for (int i = 0; i < editable_instances.size(); i++) {		reditable_instances[i] = editable_instances[i];	}	d["editable_instances"] = reditable_instances;	if (base_scene_idx >= 0) {		d["base_scene"] = base_scene_idx;	}	d["version"] = PACKED_SCENE_VERSION;	return d;}int SceneState::get_node_count() const {	return nodes.size();}StringName SceneState::get_node_type(int p_idx) const {	ERR_FAIL_INDEX_V(p_idx, nodes.size(), StringName());	if (nodes[p_idx].type == TYPE_INSTANCED)		return StringName();	return names[nodes[p_idx].type];}StringName SceneState::get_node_name(int p_idx) const {	ERR_FAIL_INDEX_V(p_idx, nodes.size(), StringName());	return names[nodes[p_idx].name];}int SceneState::get_node_index(int p_idx) const {	ERR_FAIL_INDEX_V(p_idx, nodes.size(), -1);	return nodes[p_idx].index;}bool SceneState::is_node_instance_placeholder(int p_idx) const {	ERR_FAIL_INDEX_V(p_idx, nodes.size(), false);	return nodes[p_idx].instance >= 0 && (nodes[p_idx].instance & FLAG_INSTANCE_IS_PLACEHOLDER);}Ref<PackedScene> SceneState::get_node_instance(int p_idx) const {	ERR_FAIL_INDEX_V(p_idx, nodes.size(), Ref<PackedScene>());	if (nodes[p_idx].instance >= 0) {		if (nodes[p_idx].instance & FLAG_INSTANCE_IS_PLACEHOLDER)			return Ref<PackedScene>();		else			return variants[nodes[p_idx].instance & FLAG_MASK];	} else if (nodes[p_idx].parent < 0 || nodes[p_idx].parent == NO_PARENT_SAVED) {		if (base_scene_idx >= 0) {			return variants[base_scene_idx];		}	}	return Ref<PackedScene>();}String SceneState::get_node_instance_placeholder(int p_idx) const {	ERR_FAIL_INDEX_V(p_idx, nodes.size(), String());	if (nodes[p_idx].instance >= 0 && (nodes[p_idx].instance & FLAG_INSTANCE_IS_PLACEHOLDER)) {		return variants[nodes[p_idx].instance & FLAG_MASK];	}	return String();}Vector<StringName> SceneState::get_node_groups(int p_idx) const {	ERR_FAIL_INDEX_V(p_idx, nodes.size(), Vector<StringName>());	Vector<StringName> groups;	for (int i = 0; i < nodes[p_idx].groups.size(); i++) {		groups.push_back(names[nodes[p_idx].groups[i]]);	}	return groups;}NodePath SceneState::get_node_path(int p_idx, bool p_for_parent) const {	ERR_FAIL_INDEX_V(p_idx, nodes.size(), NodePath());	if (nodes[p_idx].parent < 0 || nodes[p_idx].parent == NO_PARENT_SAVED) {		if (p_for_parent) {			return NodePath();		} else {			return NodePath(".");		}	}	Vector<StringName> sub_path;	NodePath base_path;	int nidx = p_idx;	while (true) {		if (nodes[nidx].parent == NO_PARENT_SAVED || nodes[nidx].parent < 0) {			sub_path.insert(0, ".");			break;		}		if (!p_for_parent || p_idx != nidx) {			sub_path.insert(0, names[nodes[nidx].name]);		}		if (nodes[nidx].parent & FLAG_ID_IS_PATH) {			base_path = node_paths[nodes[nidx].parent & FLAG_MASK];			break;		} else {			nidx = nodes[nidx].parent & FLAG_MASK;		}	}	for (int i = base_path.get_name_count() - 1; i >= 0; i--) {		sub_path.insert(0, base_path.get_name(i));	}	if (sub_path.empty()) {		return NodePath(".");	}	return NodePath(sub_path, false);}int SceneState::get_node_property_count(int p_idx) const {	ERR_FAIL_INDEX_V(p_idx, nodes.size(), -1);	return nodes[p_idx].properties.size();}StringName SceneState::get_node_property_name(int p_idx, int p_prop) const {	ERR_FAIL_INDEX_V(p_idx, nodes.size(), StringName());	ERR_FAIL_INDEX_V(p_prop, nodes[p_idx].properties.size(), StringName());	return names[nodes[p_idx].properties[p_prop].name];}Variant SceneState::get_node_property_value(int p_idx, int p_prop) const {	ERR_FAIL_INDEX_V(p_idx, nodes.size(), Variant());	ERR_FAIL_INDEX_V(p_prop, nodes[p_idx].properties.size(), Variant());	return variants[nodes[p_idx].properties[p_prop].value];}NodePath SceneState::get_node_owner_path(int p_idx) const {	ERR_FAIL_INDEX_V(p_idx, nodes.size(), NodePath());	if (nodes[p_idx].owner < 0 || nodes[p_idx].owner == NO_PARENT_SAVED)		return NodePath(); //root likely	if (nodes[p_idx].owner & FLAG_ID_IS_PATH) {		return node_paths[nodes[p_idx].owner & FLAG_MASK];	} else {		return get_node_path(nodes[p_idx].owner & FLAG_MASK);	}}int SceneState::get_connection_count() const {	return connections.size();}NodePath SceneState::get_connection_source(int p_idx) const {	ERR_FAIL_INDEX_V(p_idx, connections.size(), NodePath());	if (connections[p_idx].from & FLAG_ID_IS_PATH) {		return node_paths[connections[p_idx].from & FLAG_MASK];	} else {		return get_node_path(connections[p_idx].from & FLAG_MASK);	}}StringName SceneState::get_connection_signal(int p_idx) const {	ERR_FAIL_INDEX_V(p_idx, connections.size(), StringName());	return names[connections[p_idx].signal];}NodePath SceneState::get_connection_target(int p_idx) const {	ERR_FAIL_INDEX_V(p_idx, connections.size(), NodePath());	if (connections[p_idx].to & FLAG_ID_IS_PATH) {		return node_paths[connections[p_idx].to & FLAG_MASK];	} else {		return get_node_path(connections[p_idx].to & FLAG_MASK);	}}StringName SceneState::get_connection_method(int p_idx) const {	ERR_FAIL_INDEX_V(p_idx, connections.size(), StringName());	return names[connections[p_idx].method];}int SceneState::get_connection_flags(int p_idx) const {	ERR_FAIL_INDEX_V(p_idx, connections.size(), -1);	return connections[p_idx].flags;}Array SceneState::get_connection_binds(int p_idx) const {	ERR_FAIL_INDEX_V(p_idx, connections.size(), Array());	Array binds;	for (int i = 0; i < connections[p_idx].binds.size(); i++) {		binds.push_back(variants[connections[p_idx].binds[i]]);	}	return binds;}bool SceneState::has_connection(const NodePath &p_node_from, const StringName &p_signal, const NodePath &p_node_to, const StringName &p_method) {	// this method cannot be const because of this	Ref<SceneState> ss = this;	do {		for (int i = 0; i < ss->connections.size(); i++) {			const ConnectionData &c = ss->connections[i];			NodePath np_from;			if (c.from & FLAG_ID_IS_PATH) {				np_from = ss->node_paths[c.from & FLAG_MASK];			} else {				np_from = ss->get_node_path(c.from);			}			NodePath np_to;			if (c.to & FLAG_ID_IS_PATH) {				np_to = ss->node_paths[c.to & FLAG_MASK];			} else {				np_to = ss->get_node_path(c.to);			}			StringName sn_signal = ss->names[c.signal];			StringName sn_method = ss->names[c.method];			if (np_from == p_node_from && sn_signal == p_signal && np_to == p_node_to && sn_method == p_method) {				return true;			}		}		ss = ss->_get_base_scene_state();	} while (ss.is_valid());	return false;}Vector<NodePath> SceneState::get_editable_instances() const {	return editable_instances;}//addint SceneState::add_name(const StringName &p_name) {	names.push_back(p_name);	return names.size() - 1;}int SceneState::find_name(const StringName &p_name) const {	for (int i = 0; i < names.size(); i++) {		if (names[i] == p_name)			return i;	}	return -1;}int SceneState::add_value(const Variant &p_value) {	variants.push_back(p_value);	return variants.size() - 1;}int SceneState::add_node_path(const NodePath &p_path) {	node_paths.push_back(p_path);	return (node_paths.size() - 1) | FLAG_ID_IS_PATH;}int SceneState::add_node(int p_parent, int p_owner, int p_type, int p_name, int p_instance, int p_index) {	NodeData nd;	nd.parent = p_parent;	nd.owner = p_owner;	nd.type = p_type;	nd.name = p_name;	nd.instance = p_instance;	nd.index = p_index;	nodes.push_back(nd);	return nodes.size() - 1;}void SceneState::add_node_property(int p_node, int p_name, int p_value) {	ERR_FAIL_INDEX(p_node, nodes.size());	ERR_FAIL_INDEX(p_name, names.size());	ERR_FAIL_INDEX(p_value, variants.size());	NodeData::Property prop;	prop.name = p_name;	prop.value = p_value;	nodes.write[p_node].properties.push_back(prop);}void SceneState::add_node_group(int p_node, int p_group) {	ERR_FAIL_INDEX(p_node, nodes.size());	ERR_FAIL_INDEX(p_group, names.size());	nodes.write[p_node].groups.push_back(p_group);}void SceneState::set_base_scene(int p_idx) {	ERR_FAIL_INDEX(p_idx, variants.size());	base_scene_idx = p_idx;}void SceneState::add_connection(int p_from, int p_to, int p_signal, int p_method, int p_flags, const Vector<int> &p_binds) {	ERR_FAIL_INDEX(p_signal, names.size());	ERR_FAIL_INDEX(p_method, names.size());	for (int i = 0; i < p_binds.size(); i++) {		ERR_FAIL_INDEX(p_binds[i], variants.size());	}	ConnectionData c;	c.from = p_from;	c.to = p_to;	c.signal = p_signal;	c.method = p_method;	c.flags = p_flags;	c.binds = p_binds;	connections.push_back(c);}void SceneState::add_editable_instance(const NodePath &p_path) {	editable_instances.push_back(p_path);}PoolVector<String> SceneState::_get_node_groups(int p_idx) const {	Vector<StringName> groups = get_node_groups(p_idx);	PoolVector<String> ret;	for (int i = 0; i < groups.size(); i++)		ret.push_back(groups[i]);	return ret;}void SceneState::_bind_methods() {	//unbuild API	ClassDB::bind_method(D_METHOD("get_node_count"), &SceneState::get_node_count);	ClassDB::bind_method(D_METHOD("get_node_type", "idx"), &SceneState::get_node_type);	ClassDB::bind_method(D_METHOD("get_node_name", "idx"), &SceneState::get_node_name);	ClassDB::bind_method(D_METHOD("get_node_path", "idx", "for_parent"), &SceneState::get_node_path, DEFVAL(false));	ClassDB::bind_method(D_METHOD("get_node_owner_path", "idx"), &SceneState::get_node_owner_path);	ClassDB::bind_method(D_METHOD("is_node_instance_placeholder", "idx"), &SceneState::is_node_instance_placeholder);	ClassDB::bind_method(D_METHOD("get_node_instance_placeholder", "idx"), &SceneState::get_node_instance_placeholder);	ClassDB::bind_method(D_METHOD("get_node_instance", "idx"), &SceneState::get_node_instance);	ClassDB::bind_method(D_METHOD("get_node_groups", "idx"), &SceneState::_get_node_groups);	ClassDB::bind_method(D_METHOD("get_node_index", "idx"), &SceneState::get_node_index);	ClassDB::bind_method(D_METHOD("get_node_property_count", "idx"), &SceneState::get_node_property_count);	ClassDB::bind_method(D_METHOD("get_node_property_name", "idx", "prop_idx"), &SceneState::get_node_property_name);	ClassDB::bind_method(D_METHOD("get_node_property_value", "idx", "prop_idx"), &SceneState::get_node_property_value);	ClassDB::bind_method(D_METHOD("get_connection_count"), &SceneState::get_connection_count);	ClassDB::bind_method(D_METHOD("get_connection_source", "idx"), &SceneState::get_connection_source);	ClassDB::bind_method(D_METHOD("get_connection_signal", "idx"), &SceneState::get_connection_signal);	ClassDB::bind_method(D_METHOD("get_connection_target", "idx"), &SceneState::get_connection_target);	ClassDB::bind_method(D_METHOD("get_connection_method", "idx"), &SceneState::get_connection_method);	ClassDB::bind_method(D_METHOD("get_connection_flags", "idx"), &SceneState::get_connection_flags);	ClassDB::bind_method(D_METHOD("get_connection_binds", "idx"), &SceneState::get_connection_binds);	BIND_ENUM_CONSTANT(GEN_EDIT_STATE_DISABLED);	BIND_ENUM_CONSTANT(GEN_EDIT_STATE_INSTANCE);	BIND_ENUM_CONSTANT(GEN_EDIT_STATE_MAIN);}SceneState::SceneState() {	base_scene_idx = -1;	last_modified_time = 0;}////////////////void PackedScene::_set_bundled_scene(const Dictionary &p_scene) {	state->set_bundled_scene(p_scene);}Dictionary PackedScene::_get_bundled_scene() const {	return state->get_bundled_scene();}Error PackedScene::pack(Node *p_scene) {	return state->pack(p_scene);}void PackedScene::clear() {	state->clear();}bool PackedScene::can_instance() const {	return state->can_instance();}Node *PackedScene::instance(GenEditState p_edit_state) const {#ifndef TOOLS_ENABLED	ERR_FAIL_COND_V_MSG(p_edit_state != GEN_EDIT_STATE_DISABLED, NULL, "Edit state is only for editors, does not work without tools compiled.");#endif	Node *s = state->instance((SceneState::GenEditState)p_edit_state);	if (!s)		return NULL;	if (p_edit_state != GEN_EDIT_STATE_DISABLED) {		s->set_scene_instance_state(state);	}	if (get_path() != "" && get_path().find("::") == -1)		s->set_filename(get_path());	s->notification(Node::NOTIFICATION_INSTANCED);	return s;}void PackedScene::replace_state(Ref<SceneState> p_by) {	state = p_by;	state->set_path(get_path());#ifdef TOOLS_ENABLED	state->set_last_modified_time(get_last_modified_time());#endif}void PackedScene::recreate_state() {	state = Ref<SceneState>(memnew(SceneState));	state->set_path(get_path());#ifdef TOOLS_ENABLED	state->set_last_modified_time(get_last_modified_time());#endif}Ref<SceneState> PackedScene::get_state() {	return state;}void PackedScene::set_path(const String &p_path, bool p_take_over) {	state->set_path(p_path);	Resource::set_path(p_path, p_take_over);}void PackedScene::_bind_methods() {	ClassDB::bind_method(D_METHOD("pack", "path"), &PackedScene::pack);	ClassDB::bind_method(D_METHOD("instance", "edit_state"), &PackedScene::instance, DEFVAL(GEN_EDIT_STATE_DISABLED));	ClassDB::bind_method(D_METHOD("can_instance"), &PackedScene::can_instance);	ClassDB::bind_method(D_METHOD("_set_bundled_scene"), &PackedScene::_set_bundled_scene);	ClassDB::bind_method(D_METHOD("_get_bundled_scene"), &PackedScene::_get_bundled_scene);	ClassDB::bind_method(D_METHOD("get_state"), &PackedScene::get_state);	ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "_bundled"), "_set_bundled_scene", "_get_bundled_scene");	BIND_ENUM_CONSTANT(GEN_EDIT_STATE_DISABLED);	BIND_ENUM_CONSTANT(GEN_EDIT_STATE_INSTANCE);	BIND_ENUM_CONSTANT(GEN_EDIT_STATE_MAIN);}PackedScene::PackedScene() {	state = Ref<SceneState>(memnew(SceneState));}
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