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diff --git a/scene/property_utils.cpp b/scene/property_utils.cpp
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+/*************************************************************************/
+/* property_utils.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 "property_utils.h"
+
+#include "core/config/engine.h"
+#include "core/templates/local_vector.h"
+#include "scene/resources/packed_scene.h"
+
+#ifdef TOOLS_ENABLED
+#include "editor/editor_node.h"
+#endif // TOOLS_ENABLED
+
+bool PropertyUtils::is_property_value_different(const Variant &p_a, const Variant &p_b) {
+ if (p_a.get_type() == Variant::FLOAT && p_b.get_type() == Variant::FLOAT) {
+ //this must be done because, as some scenes save as text, there might be a tiny difference in floats due to numerical error
+ return !Math::is_equal_approx((float)p_a, (float)p_b);
+ } else {
+ // For our purposes, treating null object as NIL is the right thing to do
+ const Variant &a = p_a.get_type() == Variant::OBJECT && (Object *)p_a == nullptr ? Variant() : p_a;
+ const Variant &b = p_b.get_type() == Variant::OBJECT && (Object *)p_b == nullptr ? Variant() : p_b;
+ return a != b;
+ }
+}
+
+Variant PropertyUtils::get_property_default_value(const Object *p_object, const StringName &p_property, bool *r_is_valid, const Vector<SceneState::PackState> *p_states_stack_cache, bool p_update_exports, const Node *p_owner, bool *r_is_class_default) {
+ // This function obeys the way property values are set when an object is instantiated,
+ // which is the following (the latter wins):
+ // 1. Default value from builtin class
+ // 2. Default value from script exported variable (from the topmost script)
+ // 3. Value overrides from the instantiation/inheritance stack
+
+ if (r_is_class_default) {
+ *r_is_class_default = false;
+ }
+ if (r_is_valid) {
+ *r_is_valid = false;
+ }
+
+ Ref<Script> topmost_script;
+
+ if (const Node *node = Object::cast_to<Node>(p_object)) {
+ // Check inheritance/instantiation ancestors
+ const Vector<SceneState::PackState> &states_stack = p_states_stack_cache ? *p_states_stack_cache : PropertyUtils::get_node_states_stack(node, p_owner);
+ for (int i = 0; i < states_stack.size(); ++i) {
+ const SceneState::PackState &ia = states_stack[i];
+ bool found = false;
+ Variant value_in_ancestor = ia.state->get_property_value(ia.node, p_property, found);
+ if (found) {
+ if (r_is_valid) {
+ *r_is_valid = true;
+ }
+ return value_in_ancestor;
+ }
+ // Save script for later
+ bool has_script = false;
+ Variant script = ia.state->get_property_value(ia.node, SNAME("script"), has_script);
+ if (has_script) {
+ Ref<Script> scr = script;
+ if (scr.is_valid()) {
+ topmost_script = scr;
+ }
+ }
+ }
+ }
+
+ // Let's see what default is set by the topmost script having a default, if any
+ if (topmost_script.is_null()) {
+ topmost_script = p_object->get_script();
+ }
+ if (topmost_script.is_valid()) {
+ // Should be called in the editor only and not at runtime,
+ // otherwise it can cause problems because of missing instance state support
+ if (p_update_exports && Engine::get_singleton()->is_editor_hint()) {
+ topmost_script->update_exports();
+ }
+ Variant default_value;
+ if (topmost_script->get_property_default_value(p_property, default_value)) {
+ if (r_is_valid) {
+ *r_is_valid = true;
+ }
+ return default_value;
+ }
+ }
+
+ // Fall back to the default from the native class
+ {
+ if (r_is_class_default) {
+ *r_is_class_default = true;
+ }
+ bool valid = false;
+ Variant value = ClassDB::class_get_default_property_value(p_object->get_class_name(), p_property, &valid);
+ if (valid) {
+ if (r_is_valid) {
+ *r_is_valid = true;
+ }
+ return value;
+ } else {
+ // Heuristically check if this is a synthetic property (whatever/0, whatever/1, etc.)
+ // because they are not in the class DB yet must have a default (null).
+ String prop_str = String(p_property);
+ int p = prop_str.rfind("/");
+ if (p != -1 && p < prop_str.length() - 1) {
+ bool all_digits = true;
+ for (int i = p + 1; i < prop_str.length(); i++) {
+ if (!is_digit(prop_str[i])) {
+ all_digits = false;
+ break;
+ }
+ }
+ if (r_is_valid) {
+ *r_is_valid = all_digits;
+ }
+ }
+ return Variant();
+ }
+ }
+}
+
+// Like SceneState::PackState, but using a raw pointer to avoid the cost of
+// updating the reference count during the internal work of the functions below
+namespace {
+struct _FastPackState {
+ SceneState *state = nullptr;
+ int node = -1;
+};
+} // namespace
+
+static bool _collect_inheritance_chain(const Ref<SceneState> &p_state, const NodePath &p_path, LocalVector<_FastPackState> &r_states_stack) {
+ bool found = false;
+
+ LocalVector<_FastPackState> inheritance_states;
+
+ Ref<SceneState> state = p_state;
+ while (state.is_valid()) {
+ int node = state->find_node_by_path(p_path);
+ if (node >= 0) {
+ // This one has state for this node
+ inheritance_states.push_back({ state.ptr(), node });
+ found = true;
+ }
+ state = state->get_base_scene_state();
+ }
+
+ for (int i = inheritance_states.size() - 1; i >= 0; --i) {
+ r_states_stack.push_back(inheritance_states[i]);
+ }
+
+ return found;
+}
+
+Vector<SceneState::PackState> PropertyUtils::get_node_states_stack(const Node *p_node, const Node *p_owner, bool *r_instantiated_by_owner) {
+ if (r_instantiated_by_owner) {
+ *r_instantiated_by_owner = true;
+ }
+
+ LocalVector<_FastPackState> states_stack;
+ {
+ const Node *owner = p_owner;
+#ifdef TOOLS_ENABLED
+ if (!p_owner && Engine::get_singleton()->is_editor_hint()) {
+ owner = EditorNode::get_singleton()->get_edited_scene();
+ }
+#endif
+
+ const Node *n = p_node;
+ while (n) {
+ if (n == owner) {
+ const Ref<SceneState> &state = n->get_scene_inherited_state();
+ if (_collect_inheritance_chain(state, n->get_path_to(p_node), states_stack)) {
+ if (r_instantiated_by_owner) {
+ *r_instantiated_by_owner = false;
+ }
+ }
+ break;
+ } else if (!n->get_scene_file_path().is_empty()) {
+ const Ref<SceneState> &state = n->get_scene_instance_state();
+ _collect_inheritance_chain(state, n->get_path_to(p_node), states_stack);
+ }
+ n = n->get_owner();
+ }
+ }
+
+ // Convert to the proper type for returning, inverting the vector on the go
+ // (it was more convenient to fill the vector in reverse order)
+ Vector<SceneState::PackState> states_stack_ret;
+ {
+ states_stack_ret.resize(states_stack.size());
+ _FastPackState *ps = states_stack.ptr();
+ for (int i = states_stack.size() - 1; i >= 0; --i) {
+ states_stack_ret.write[i].state.reference_ptr(ps->state);
+ states_stack_ret.write[i].node = ps->node;
+ ++ps;
+ }
+ }
+ return states_stack_ret;
+}