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Fix cyclic reference base being loaded but not valid (which is ok) #69259
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akien-mga
merged 1 commit into
godotengine:master
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adamscott:fix-cyclic-reference-base-issue
Nov 28, 2022
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this shouldn't be removed, if the base isn't valid here, theres something wrong elsewhere,
either
get_full_script()
should have given an error, or the inner class is not valid for some reasonthe code i replaced didn't allow this
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In the case of the MRP of #69213,
base
is reloading. While reloading, the scriptvalid
value is set to false, as shown:godot/modules/gdscript/gdscript.cpp
Lines 850 to 860 in 860884b
So, as replied to @kleonc, in
gdscript.h
,GDScript::is_valid()
returns a different value than being the inverse ofGDScript::is_null()
. An invalid script just means that it's reloading. We could change the behaviour, but checking if the script is valid, at this stage, just creates bug, it doesn't prevent ones.godot/modules/gdscript/gdscript.h
Line 185 in 860884b
Maybe we could add a check to
is_valid()
that it must beGDScript::reloading == true
too. Otherwise, it's a bug.There was a problem hiding this comment.
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I put back the error with the added
&& !base->reloading
condition.There was a problem hiding this comment.
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that sounds good to me 👍