Prevent threading problems in TileMap

This commit is contained in:
A Thousand Ships 2024-01-22 17:24:06 +01:00
parent a586e860e5
commit fe203d7003
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GPG key ID: 2033189A662F8BD7
3 changed files with 10 additions and 14 deletions

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@ -69,9 +69,6 @@ void TilesEditorUtils::_thread_func(void *ud) {
}
void TilesEditorUtils::_thread() {
CallQueue queue;
MessageQueue::set_thread_singleton_override(&queue);
pattern_thread_exited.clear();
while (!pattern_thread_exit.is_set()) {
pattern_preview_sem.wait();
@ -131,8 +128,6 @@ void TilesEditorUtils::_thread() {
// Add the viewport at the last moment to avoid rendering too early.
callable_mp((Node *)EditorNode::get_singleton(), &Node::add_child).call_deferred(viewport, false, Node::INTERNAL_MODE_DISABLED);
MessageQueue::get_singleton()->flush();
RS::get_singleton()->connect(SNAME("frame_pre_draw"), callable_mp(const_cast<TilesEditorUtils *>(this), &TilesEditorUtils::_preview_frame_started), Object::CONNECT_ONE_SHOT);
pattern_preview_done.wait();
@ -145,11 +140,7 @@ void TilesEditorUtils::_thread() {
viewport->queue_free();
}
}
MessageQueue::get_singleton()->flush();
}
MessageQueue::get_singleton()->flush();
pattern_thread_exited.set();
}