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Removed faulty function update after get_property_list. #63712
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Hi @object71 do you remember wy you use
x->valid()
in stead offx.valid()
?->
makes my GDExtension crash so before making a PR I want to check if it was intentional.There was a problem hiding this comment.
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I think it might need both (
Ref::is_valid
andScript::is_valid
). The first checks if the object actually has a script attached to it. The second checks if the script itself is in a valid state. The code is currently missing the first.There was a problem hiding this comment.
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It indeed should be
script.is_valid()
as it's the reference which needs to be validated before dereferencing it down below inscript->get_class_category()
.script.is_valid()
will call:godot/core/object/ref_counted.h
Line 201 in a83eb16
script->is_valid()
will dereference the storedreference
pointer (possiblynullptr
):godot/core/object/ref_counted.h
Lines 104 to 106 in a83eb16
and call (possibly crashing):
godot/core/object/script_language.h
Line 150 in a83eb16
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What do you mean by "possibly crashing" ?
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@Gallilus I mean if the
Ref<Script> script
's privateScript *reference
member is indeednullptr
thenscript->is_valid()
is equivalent tonullptr->is_valid()
. And dereferencingnullptr
is an undefined behavior, might result in a crash.Hence before any
script->...
calls it should be ensured (e.g. by callingscript.is_valid()
) that it can be dereferenced.There was a problem hiding this comment.
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This may sound silly but I'm not jet a regular in C++ conversations.
With dereference you mean going true the pointer in the object to do stuff.
Not deleting it from memory.
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Also, I had a .ptr() in my code so ...