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Fix LSP completion crashing on scene-less scripts
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18c5d862e4
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@ -431,9 +431,13 @@ void GDScriptTextDocument::sync_script_content(const String &p_path, const Strin
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GDScriptLanguageProtocol::get_singleton()->get_workspace()->parse_script(path, p_content);
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EditorFileSystem::get_singleton()->update_file(path);
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Ref<GDScript> script = ResourceLoader::load(path);
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script->load_source_code(path);
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script->reload(true);
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Error error;
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Ref<GDScript> script = ResourceLoader::load(path, "", ResourceFormatLoader::CACHE_MODE_REUSE, &error);
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if (error == OK) {
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if (script->load_source_code(path) == OK) {
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script->reload(true);
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}
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}
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}
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void GDScriptTextDocument::show_native_symbol_in_editor(const String &p_symbol_id) {
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@ -523,22 +523,24 @@ void GDScriptWorkspace::completion(const lsp::CompletionParams &p_params, List<S
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Array stack;
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Node *current = nullptr;
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stack.push_back(owner_scene_node);
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if (owner_scene_node != nullptr) {
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stack.push_back(owner_scene_node);
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while (!stack.is_empty()) {
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current = stack.pop_back();
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Ref<GDScript> script = current->get_script();
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if (script.is_valid() && script->get_path() == path) {
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break;
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}
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for (int i = 0; i < current->get_child_count(); ++i) {
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stack.push_back(current->get_child(i));
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}
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}
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while (!stack.is_empty()) {
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current = stack.pop_back();
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Ref<GDScript> script = current->get_script();
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if (script.is_valid() && script->get_path() == path) {
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break;
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if (!script.is_valid() || script->get_path() != path) {
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current = owner_scene_node;
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}
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for (int i = 0; i < current->get_child_count(); ++i) {
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stack.push_back(current->get_child(i));
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}
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}
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Ref<GDScript> script = current->get_script();
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if (!script.is_valid() || script->get_path() != path) {
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current = owner_scene_node;
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}
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String code = parser->get_text_for_completion(p_params.position);
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