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.
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e97e951741
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2 changed files with 19 additions and 0 deletions
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@ -803,6 +803,18 @@ Error encode_variant(const Variant &p_variant, uint8_t *r_buffer, int &r_len, bo
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}
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} break;
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case Variant::OBJECT: {
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#ifdef DEBUG_ENABLED
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// Test for potential wrong values sent by the debugger when it breaks.
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Object *obj = p_variant;
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if (!obj || !ObjectDB::instance_validate(obj)) {
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// Object is invalid, send a NULL instead.
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if (buf) {
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encode_uint32(Variant::NIL, buf);
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}
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r_len += 4;
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return OK;
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}
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#endif // DEBUG_ENABLED
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if (!p_full_objects) {
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flags |= ENCODE_FLAG_OBJECT_AS_ID;
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}
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@ -500,6 +500,13 @@ Variant GDScriptFunction::call(GDScriptInstance *p_instance, const Variant **p_a
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Object *obj_A = *a;
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Object *obj_B = *b;
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#ifdef DEBUG_ENABLED
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if (!ObjectDB::instance_validate(obj_A)) {
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err_text = "Left operand of 'is' was already freed.";
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OPCODE_BREAK;
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}
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#endif // DEBUG_ENABLED
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GDScript *scr_B = Object::cast_to<GDScript>(obj_B);
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if (scr_B) {
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