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Use GDExtension to_string in Node #92827

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merged 1 commit into from
Jun 12, 2024

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raulsntos
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Before this PR, when a GDExtension class that derives from Node implements _to_string like this:

String _to_string() const {
    return "MyClass";
}

Godot will print @MyNode@2:MyClass instead of just MyClass like it does for other Object-derived classes.

Matches the Object::to_string implementation:

String Object::to_string() {
if (script_instance) {
bool valid;
String ret = script_instance->to_string(&valid);
if (valid) {
return ret;
}
}
if (_extension && _extension->to_string) {
String ret;
GDExtensionBool is_valid;
_extension->to_string(_extension_instance, &is_valid, &ret);
return ret;
}
return "<" + get_class() + "#" + itos(get_instance_id()) + ">";
}

@raulsntos raulsntos added this to the 4.x milestone Jun 6, 2024
@raulsntos raulsntos requested a review from a team as a code owner June 6, 2024 05:51
@dsnopek dsnopek requested a review from a team June 10, 2024 14:03
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Looks good to me!

Comment on lines +2594 to +2600
if (_get_extension() && _get_extension()->to_string) {
String ret;
GDExtensionBool is_valid;
_get_extension()->to_string(_get_extension_instance(), &is_valid, &ret);
return ret;
}
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is_valid has neither a defined input value (uninitialized), nor is its output checked -- is that intended?

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@dsnopek dsnopek Jun 10, 2024

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Those are good questions! However, this code exactly matches what we already have in Object::to_string(), so it isn't making things any worse. :-) If we do end up evaluating how is_valid should be used, then it should be fixed in both places.

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Thanks for clarification!

Since we'll likely forget to update one of the two places in that case, should we add a comment in both? (Or directly reuse a function, not sure how easy it would be).

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Yeah, I just copied Object::to_string but I also thought it was weird that is_valid is unused. We should probably check before returning, like we do with valid in scripts:

if (script_instance) {
bool valid;
String ret = script_instance->to_string(&valid);
if (valid) {
return ret;
}
}

Note that valid is also uninitialized. I guess this variable is always assigned by to_string so there's no need to initialize it, but I'm not too familiar with C++ so if we should always initialize it just let me know.

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At least the default implementations of to_string() seem to properly set r_valid to false before errors, and true on success.

That's a common pattern for calling methods on ScriptInstance or GDExtension, though it's hard to guarantee that it's always safe. The tradeoff between avoiding one potentially unneeded initialization and risking using uninitialized memory needs to be assessed (especially whether not initializing these actually makes a difference to performance at all).

It's a much bigger scope than just this PR though. For this I'd suggest just putting a comment in both implementations that they should be kept in sync (not for what to do with valid specifically, but the whole method).

Matches the `Object::to_string` implementation.
@raulsntos raulsntos force-pushed the core/node-to_string branch from d2751df to 29bf60c Compare June 11, 2024 15:41
@akien-mga akien-mga modified the milestones: 4.x, 4.3 Jun 11, 2024
@akien-mga akien-mga merged commit 5bab95a into godotengine:master Jun 12, 2024
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@akien-mga
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Thanks!

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4 participants