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* Revert "Let user know about dead instances in deferred calls"clayjohn2023-07-311-32/+19
| | | | This reverts commit 3a6527d6d3c15bc052b9f27ccb1b4ad7c10c135f.
* Merge pull request #78987 from RandomShaper/err_bad_deferred_targetYuri Sizov2023-07-261-19/+32
|\ | | | | | | Let user know about dead instances in deferred calls
| * Let user know about dead instances in deferred callsPedro J. Estébanez2023-07-031-19/+32
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* | Refactor CallQueue flushing for clarityPedro J. Estébanez2023-06-231-45/+49
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* Fix message queue issuesPedro J. Estébanez2023-05-191-2/+30
| | | | | - Missing flush in resource loading. - Wrong checks about message queue instance.
* Fix transfer of messages between queuesPedro J. Estébanez2023-05-151-2/+2
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* Avoid sync issues in resources with deferred updatesPedro J. Estébanez2023-05-101-54/+110
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* Refactor Node ProcessingJuan Linietsky2023-05-091-0/+11
| | | | | | | | | | * Node processing works on the concept of process groups. * A node group can be inherited, run on main thread, or a sub-thread. * Groups can be ordered. * Process priority is now present for physics. This is the first steps towards implementing https://github.com/godotengine/godot-proposals/issues/6424. No threading or thread guards exist yet in most of the scene code other than Node. That will have to be added later.
* Mend some checks in CallQueuePedro J. Estébanez2023-05-051-2/+3
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* Complete support of callables of static methodsPedro J. Estébanez2023-04-121-31/+36
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* Redo of Message QueueJuan Linietsky2023-04-121-169/+296
| | | | | | * Functionality moved to a base class CallQueue, which will be used for inter-thread communication within the scene. * MessageQueue now uses growing pages, starts from a single 4k page. * Limit still exists, but because its not allocated by default, it can be much higher.
* Make solving project setting errors easierRedMser2023-03-271-3/+3
| | | | | Show full project setting path in error messages. Force filtering for advanced settings if filter is not empty.
* Improve error reporting when the Message Queue is out of Memory.AndreaCatania2023-02-111-6/+6
| | | | | | | The function `statistics()`, called when the MessageQueue is out of memory, will still use the MessageQueue so it crashes. Moving the error above will improve the behavior since the developer will find the crash reasons and the instruction on how to fix it.
* Revert "Make MessageQueue::push_callable(p) work with bound arguments"Pedro J. Estébanez2023-01-181-11/+2
| | | | This reverts commit 81b1ebddefc5e3775331b70ea09dfb7d23a4ee1e.
* Make MessageQueue::push_callable(p) work with bound argumentsPedro J. Estébanez2023-01-181-2/+11
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* Merge pull request #68429 from KoBeWi/PropertySettingsRémi Verschelde2023-01-061-2/+1
|\ | | | | Add PropertyInfo overload for GLOBAL_DEF
| * Add PropertyInfo overload for GLOBAL_DEFkobewi2022-12-111-2/+1
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* | One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
|/ | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Remove Signal connect bindsJuan Linietsky2022-07-291-1/+1
| | | | | Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind(). Changed all uses of it to Callable.bind()
* Replace most uses of Map by HashMapreduz2022-05-161-3/+3
| | | | | | | | | | | | * Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
* Remove VARIANT_ARG* macrosreduz2022-03-091-35/+6
| | | | | | | | * Very old macros from the time Godot was created. * Limited arguments to 5 (then later changed to 8) in many places. * They were replaced by C++11 Variadic Templates. * Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard. * Also added a dereference check for Variant*. Helped catch a couple of bugs.
* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Use range iterators for `Map`Lightning_A2021-09-301-6/+6
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* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-0/+374
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code