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authorreduz <reduzio@gmail.com>2022-05-08 10:09:19 +0200
committerRĂ©mi Verschelde <rverschelde@gmail.com>2022-05-12 11:21:29 +0200
commit8b7c7f5a753b43cec10f72b274bb1d70c253652b (patch)
tree691c51ea7516990b94303afa334d70c66c512cc4 /scene/main/scene_tree.cpp
parent9b7e16a6b8b80fe61881e8f4df28550e18050dd2 (diff)
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/main/scene_tree.cpp')
-rw-r--r--scene/main/scene_tree.cpp12
1 files changed, 5 insertions, 7 deletions
diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp
index 9d80b3cc0f..baa0362f63 100644
--- a/scene/main/scene_tree.cpp
+++ b/scene/main/scene_tree.cpp
@@ -438,9 +438,8 @@ bool SceneTree::process(double p_time) {
if (multiplayer_poll) {
multiplayer->poll();
- const NodePath *rpath = nullptr;
- while ((rpath = custom_multiplayers.next(rpath))) {
- custom_multiplayers[*rpath]->poll();
+ for (KeyValue<NodePath, Ref<MultiplayerAPI>> &E : custom_multiplayers) {
+ E.value->poll();
}
}
@@ -1137,9 +1136,8 @@ Array SceneTree::get_processed_tweens() {
Ref<MultiplayerAPI> SceneTree::get_multiplayer(const NodePath &p_for_path) const {
Ref<MultiplayerAPI> out = multiplayer;
- const NodePath *spath = nullptr;
- while ((spath = custom_multiplayers.next(spath))) {
- const Vector<StringName> snames = (*spath).get_names();
+ for (const KeyValue<NodePath, Ref<MultiplayerAPI>> &E : custom_multiplayers) {
+ const Vector<StringName> snames = E.key.get_names();
const Vector<StringName> tnames = p_for_path.get_names();
if (tnames.size() < snames.size()) {
continue;
@@ -1154,7 +1152,7 @@ Ref<MultiplayerAPI> SceneTree::get_multiplayer(const NodePath &p_for_path) const
}
}
if (valid) {
- out = custom_multiplayers[*spath];
+ out = E.value;
break;
}
}