Merge pull request #10085 from endragor/no-uninitialized-cb
Dont call nativescript callbacks if lib is not initialized
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commit
f79a5c464b
3 changed files with 17 additions and 10 deletions
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@ -155,7 +155,6 @@ String GDNativeLibrary::get_active_library_path() const {
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}
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GDNative::GDNative() {
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initialized = false;
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native_handle = NULL;
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}
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@ -219,6 +218,9 @@ bool GDNative::initialize() {
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library_init);
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if (err || !library_init) {
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OS::get_singleton()->close_dynamic_library(native_handle);
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native_handle = NULL;
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ERR_PRINT("Failed to obtain godot_gdnative_init symbol");
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return false;
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}
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@ -272,7 +274,11 @@ bool GDNative::terminate() {
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OS::get_singleton()->close_dynamic_library(native_handle);
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native_handle = NULL;
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return false;
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return true;
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}
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bool GDNative::is_initialized() {
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return (native_handle != NULL);
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}
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void GDNativeCallRegistry::register_native_call_type(StringName p_call_type, native_call_cb p_callback) {
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@ -117,7 +117,6 @@ class GDNative : public Reference {
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GDCLASS(GDNative, Reference)
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Ref<GDNativeLibrary> library;
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bool initialized;
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// TODO(karroffel): different platforms? WASM????
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void *native_handle;
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@ -1055,13 +1055,15 @@ void NativeScriptLanguage::unregister_script(NativeScript *script) {
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void NativeScriptLanguage::call_libraries_cb(const StringName &name) {
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// library_gdnatives is modified only from the main thread, so it's safe not to use mutex here
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for (Map<String, Ref<GDNative> >::Element *L = library_gdnatives.front(); L; L = L->next()) {
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L->get()->call_native_raw(
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_noarg_call_type,
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name,
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NULL,
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0,
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NULL,
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NULL);
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if (L->get()->is_initialized()) {
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L->get()->call_native_raw(
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_noarg_call_type,
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name,
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NULL,
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0,
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NULL,
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NULL);
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}
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}
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}
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