GDScript: Validate object instance on is operation

Avoids crashes on debug mode. Instead it now breaks the execution and
show the error in-editor. Will still crash on release.

Also add a similar check to Marshalls to ensure the debugger doesn't
crash when trying to serialize the invalid instance.
This commit is contained in:
George Marques 2020-01-09 13:59:33 -03:00
parent e97e951741
commit 3718f8f592
No known key found for this signature in database
GPG key ID: 046BD46A3201E43D
2 changed files with 19 additions and 0 deletions

View file

@ -803,6 +803,18 @@ Error encode_variant(const Variant &p_variant, uint8_t *r_buffer, int &r_len, bo
}
} break;
case Variant::OBJECT: {
#ifdef DEBUG_ENABLED
// Test for potential wrong values sent by the debugger when it breaks.
Object *obj = p_variant;
if (!obj || !ObjectDB::instance_validate(obj)) {
// Object is invalid, send a NULL instead.
if (buf) {
encode_uint32(Variant::NIL, buf);
}
r_len += 4;
return OK;
}
#endif // DEBUG_ENABLED
if (!p_full_objects) {
flags |= ENCODE_FLAG_OBJECT_AS_ID;
}

View file

@ -500,6 +500,13 @@ Variant GDScriptFunction::call(GDScriptInstance *p_instance, const Variant **p_a
Object *obj_A = *a;
Object *obj_B = *b;
#ifdef DEBUG_ENABLED
if (!ObjectDB::instance_validate(obj_A)) {
err_text = "Left operand of 'is' was already freed.";
OPCODE_BREAK;
}
#endif // DEBUG_ENABLED
GDScript *scr_B = Object::cast_to<GDScript>(obj_B);
if (scr_B) {