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While editing a resource, I mis-clicked and accidentally assigned the wrong file to the script property. This file happened to be the resource I was editing in the inspector. I got a warning telling me that the type was not expected. Immediately afterwards, the engine froze and crashed.
I did some debugging and discovered that the crash was caused by a stack overflow exception. This happened because the program was trying to hash the resource in a recursive method (Resource::hash_edited_version) that required the hash of the same resource. I also discovered that setting resource properties to create a cyclical dependency causes the engine to freeze and then crash. I expected the editor to prevent the user from setting up cyclical dependencies in resources, due to its instability.
Steps to reproduce:
Crash 1 - Setting script to self
Download sample project
Open test_resource1.tres
Set script to "test_resource1.tres"
A warning will popup, and then the editor will crash
Godot version:
Godot 3.2.3 rc3
OS/device including version:
Windows
Issue description:
While editing a resource, I mis-clicked and accidentally assigned the wrong file to the script property. This file happened to be the resource I was editing in the inspector. I got a warning telling me that the type was not expected. Immediately afterwards, the engine froze and crashed.
I did some debugging and discovered that the crash was caused by a stack overflow exception. This happened because the program was trying to hash the resource in a recursive method (Resource::hash_edited_version) that required the hash of the same resource. I also discovered that setting resource properties to create a cyclical dependency causes the engine to freeze and then crash. I expected the editor to prevent the user from setting up cyclical dependencies in resources, due to its instability.
Steps to reproduce:
Crash 1 - Setting script to self
Crash 2 - Creating cyclical dependency
Minimal reproduction project:
ResourceCyclicalDependencyIssue.zip
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