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Fix crash when printing leaked nodes
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8ac9a97956
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03f89a4481
@ -1841,9 +1841,13 @@ void postinitialize_handler(Object *p_object) {
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void ObjectDB::debug_objects(DebugFunc p_func) {
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spin_lock.lock();
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for (uint32_t i = 0; i < slot_count; i++) {
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uint32_t slot = object_slots[i].next_free;
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p_func(object_slots[slot].object);
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for (uint32_t i = 0, count = slot_count; i < slot_max && count != 0; i++) {
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if (object_slots[i].validator) {
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p_func(object_slots[i].object);
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count--;
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}
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}
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spin_lock.unlock();
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}
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@ -1955,20 +1959,23 @@ void ObjectDB::cleanup() {
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MethodBind *resource_get_path = ClassDB::get_method("Resource", "get_path");
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Callable::CallError call_error;
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for (uint32_t i = 0; i < slot_count; i++) {
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uint32_t slot = object_slots[i].next_free;
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Object *obj = object_slots[slot].object;
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for (uint32_t i = 0, count = slot_count; i < slot_max && count != 0; i++) {
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if (object_slots[i].validator) {
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Object *obj = object_slots[i].object;
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String extra_info;
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if (obj->is_class("Node")) {
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extra_info = " - Node name: " + String(node_get_name->call(obj, nullptr, 0, call_error));
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}
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if (obj->is_class("Resource")) {
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extra_info = " - Resource path: " + String(resource_get_path->call(obj, nullptr, 0, call_error));
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}
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String extra_info;
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if (obj->is_class("Node")) {
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extra_info = " - Node name: " + String(node_get_name->call(obj, nullptr, 0, call_error));
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}
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if (obj->is_class("Resource")) {
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extra_info = " - Resource path: " + String(resource_get_path->call(obj, nullptr, 0, call_error));
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}
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uint64_t id = uint64_t(slot) | (uint64_t(object_slots[slot].validator) << OBJECTDB_VALIDATOR_BITS) | (object_slots[slot].is_reference ? OBJECTDB_REFERENCE_BIT : 0);
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print_line("Leaked instance: " + String(obj->get_class()) + ":" + itos(id) + extra_info);
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uint64_t id = uint64_t(i) | (uint64_t(object_slots[i].validator) << OBJECTDB_VALIDATOR_BITS) | (object_slots[i].is_reference ? OBJECTDB_REFERENCE_BIT : 0);
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print_line("Leaked instance: " + String(obj->get_class()) + ":" + itos(id) + extra_info);
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count--;
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}
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}
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print_line("Hint: Leaked instances typically happen when nodes are removed from the scene tree (with `remove_child()`) but not freed (with `free()` or `queue_free()`).");
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}
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