diff options
| author | reduz <reduzio@gmail.com> | 2022-05-08 10:09:19 +0200 |
|---|---|---|
| committer | Rémi Verschelde <rverschelde@gmail.com> | 2022-05-12 11:21:29 +0200 |
| commit | 8b7c7f5a753b43cec10f72b274bb1d70c253652b (patch) | |
| tree | 691c51ea7516990b94303afa334d70c66c512cc4 /scene/multiplayer/multiplayer_spawner.cpp | |
| parent | 9b7e16a6b8b80fe61881e8f4df28550e18050dd2 (diff) | |
| download | redot-engine-8b7c7f5a753b43cec10f72b274bb1d70c253652b.tar.gz | |
Add a new HashMap implementation
Adds a new, cleaned up, HashMap implementation.
* Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing).
* Keeps elements in a double linked list for simpler, ordered, iteration.
* Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much
for performance vs keeping the key, but helps replace old code).
* Uses a more modern C++ iterator API, deprecates the old one.
* Supports custom allocator (in case there is a wish to use a paged one).
This class aims to unify all the associative template usage and replace it by this one:
* Map<> (whereas key order does not matter, which is 99% of cases)
* HashMap<>
* OrderedHashMap<>
* OAHashMap<>
Diffstat (limited to 'scene/multiplayer/multiplayer_spawner.cpp')
| -rw-r--r-- | scene/multiplayer/multiplayer_spawner.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/scene/multiplayer/multiplayer_spawner.cpp b/scene/multiplayer/multiplayer_spawner.cpp index 25ab27f3e7..a9b9ffa989 100644 --- a/scene/multiplayer/multiplayer_spawner.cpp +++ b/scene/multiplayer/multiplayer_spawner.cpp @@ -91,9 +91,9 @@ void MultiplayerSpawner::_notification(int p_what) { case NOTIFICATION_EXIT_TREE: { _update_spawn_node(); - const ObjectID *oid = nullptr; - while ((oid = tracked_nodes.next(oid))) { - Node *node = Object::cast_to<Node>(ObjectDB::get_instance(*oid)); + + for (const KeyValue<ObjectID, SpawnInfo> &E : tracked_nodes) { + Node *node = Object::cast_to<Node>(ObjectDB::get_instance(E.key)); ERR_CONTINUE(!node); node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &MultiplayerSpawner::_node_exit)); // This is unlikely, but might still crash the engine. |
