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Godot 4.4.beta2 editor freezes at every debugger/remote_scene_tree_refresh_interval
when complex remote scene tree is open
#102525
Comments
Im able to reproduce the issue and seems a regression between 4.4 dev 3 and 4.4 dev 4. I'll start the bisect. |
Bisected to #88427, @CrayolaEater |
Related #78645 |
I believe this was fixed already by #101489 in 4.4.beta3. Can anyone confirm? I've tested and I think I could reproduce the issue in 4.4.beta2 and not in 4.4.beta3/master, but the freeze isn't super visible on my setup so it's easy to misjudge. |
debugger/remote_scene_tree_refresh_interval
when complex remote scene tree is open
I've tested with a debug build, and it is still present. |
The main issue now are the TreeItem functions (namely get_minimum_size) being repeatedly called for each node. I tried looking into a fix, but I believe the minimum_size dirty flag and variable are reset each time the remote tree is updated (every remote_screne_tree_refresh_interval). If this function is commented out, the issue is around 80% better, with the rest of the slowness coming from how the engine rebuilds each node instead of caching (I think). |
One more reports from rocketchat. |
Tested versions
System information
Godot v4.4.beta2 - Windows 10 (build 19045) - Multi-window, 3 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 32.0.15.6094) - Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz (12 threads)
Issue description
When the remote scene tree is open in 4.4.beta1 or 4.4.beta2 when playing a game in editor with a big scene tree the whole editor lags every 1.x seconds (or at every debugger/remote_scene_tree_refresh_interval).
The issue is not present in v4.3.stable.official [77dcf97]
Also reproduced on:
Steps to reproduce
Minimal reproduction project (MRP)
https://github.com/lampe-games/godot-open-rts
on newest commit on main branch a628ad3bb6a9a903587a181a7ee3300dbf735e81
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