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Fix crash on node duplication
That happened when an instanced scene was being duplicated while it also contained nodes added to it in the scene holding the instance. Plus: - Add comments about the logic behind all this. - Move the null guard to where it can protect the most, but consider it a runtime error rather that a situation we expect. Fixes #13282.
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@ -2114,8 +2114,16 @@ Node *Node::_duplicate(int p_flags, Map<const Node *, Node *> *r_duplimap) const
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node_tree.push_front(this);
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if (instanced) {
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// Since nodes in the instanced hierarchy won't be duplicated explicitly, we need to make an inventory
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// of all the nodes in the tree of the instanced scene in order to transfer the values of the properties
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for (List<const Node *>::Element *N = node_tree.front(); N; N = N->next()) {
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for (int i = 0; i < N->get()->get_child_count(); ++i) {
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// Skip nodes not really belonging to the instanced hierarchy; they'll be processed normally later
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if (get_child(i)->data.owner != this)
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continue;
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node_tree.push_back(N->get()->get_child(i));
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}
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}
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@ -2124,6 +2132,7 @@ Node *Node::_duplicate(int p_flags, Map<const Node *, Node *> *r_duplimap) const
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for (List<const Node *>::Element *N = node_tree.front(); N; N = N->next()) {
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Node *current_node = node->get_node(get_path_to(N->get()));
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ERR_CONTINUE(!current_node);
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if (p_flags & DUPLICATE_SCRIPTS) {
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bool is_valid = false;
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@ -2136,9 +2145,6 @@ Node *Node::_duplicate(int p_flags, Map<const Node *, Node *> *r_duplimap) const
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List<PropertyInfo> plist;
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N->get()->get_property_list(&plist);
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if (!current_node)
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continue;
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for (List<PropertyInfo>::Element *E = plist.front(); E; E = E->next()) {
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if (!(E->get().usage & PROPERTY_USAGE_STORAGE))
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