Fix Godot.Object.ToString() infinite recursion

Should not be using Variant to String conversion as that would call ToString() again
This commit is contained in:
Ignacio Etcheverry 2019-07-08 15:17:43 +02:00
parent 5ed3d34cd9
commit aa3b8f7dbb

View file

@ -219,7 +219,18 @@ MonoBoolean godot_icall_DynamicGodotObject_SetMember(Object *p_ptr, MonoString *
}
MonoString *godot_icall_Object_ToString(Object *p_ptr) {
return GDMonoMarshal::mono_string_from_godot(Variant(p_ptr).operator String());
#ifdef DEBUG_ENABLED
// Cannot happen in C#; would get an ObjectDisposedException instead.
CRASH_COND(p_ptr == NULL);
if (ScriptDebugger::get_singleton() && !Object::cast_to<Reference>(p_ptr)) { // Only if debugging!
// Cannot happen either in C#; the handle is nullified when the object is destroyed
CRASH_COND(!ObjectDB::instance_validate(p_ptr));
}
#endif
String result = "[" + p_ptr->get_class() + ":" + itos(p_ptr->get_instance_id()) + "]";
return GDMonoMarshal::mono_string_from_godot(result);
}
void godot_register_object_icalls() {