fix: should now block for yielding events but only on the same channel
This commit is contained in:
committed by
Julian Murgia
parent
3ff3849232
commit
92e23beb00
@@ -51,8 +51,8 @@ var _running_events: Dictionary = {}
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# Whether an event can be played on a specific channel
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var _channels_state: Dictionary = {}
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# Whether we're currently waiting for an async event to complete.
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var _yielding: bool = false
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# Whether we're currently waiting for an async event to complete, per channel
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var _yielding: Dictionary = {}
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# Make sure to stop when pausing the game
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@@ -65,8 +65,12 @@ func _ready():
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# #### Parameters
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# - delta: Time passed since the last process call
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func _process(delta: float) -> void:
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var channel_yielding: bool
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for channel_name in events_queue.keys():
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if events_queue[channel_name].size() == 0 or _yielding:
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channel_yielding = _yielding.get(channel_name, false)
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if events_queue[channel_name].size() == 0 or channel_yielding:
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continue
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if is_channel_free(channel_name):
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_channels_state[channel_name] = false
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@@ -130,9 +134,9 @@ func _process(delta: float) -> void:
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var rc = _running_events[channel_name].run()
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if rc is GDScriptFunctionState:
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_yielding = true
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_yielding[channel_name] = true
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rc = yield(rc, "completed")
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_yielding = false
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_yielding[channel_name] = false
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for event in self.scheduled_events:
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(event as ESCScheduledEvent).timeout -= delta
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