| 802 | } |
| 803 | |
| 804 | void OnSceneUnloading(Scene* scene, const Guid& sceneId) |
| 805 | { |
| 806 | // Cancel pending build requests |
| 807 | NavBuildQueueLocker.Lock(); |
| 808 | for (int32 i = 0; i < NavBuildQueue.Count(); i++) |
| 809 | { |
| 810 | if (NavBuildQueue[i].Scene == scene) |
| 811 | { |
| 812 | NavBuildQueue.RemoveAtKeepOrder(i); |
| 813 | break; |
| 814 | } |
| 815 | } |
| 816 | NavBuildQueueLocker.Unlock(); |
| 817 | |
| 818 | // Cancel active build tasks |
| 819 | NavBuildTasksLocker.Lock(); |
| 820 | for (int32 i = 0; i < NavBuildTasks.Count(); i++) |
| 821 | { |
| 822 | auto task = NavBuildTasks[i]; |
| 823 | if (task->Scene == scene) |
| 824 | { |
| 825 | NavBuildTasksLocker.Unlock(); |
| 826 | |
| 827 | // Cancel task but without locking queue from this thread to prevent deadlocks |
| 828 | task->Cancel(); |
| 829 | |
| 830 | NavBuildTasksLocker.Lock(); |
| 831 | i--; |
| 832 | if (NavBuildTasks.IsEmpty()) |
| 833 | break; |
| 834 | } |
| 835 | } |
| 836 | NavBuildTasksLocker.Unlock(); |
| 837 | } |
| 838 | |
| 839 | void NavMeshBuilder::Init() |
| 840 | { |