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Validate custom type script before loading it
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@ -3115,6 +3115,7 @@ void SceneTreeDock::_replace_node(Node *p_node, Node *p_by_node, bool p_keep_pro
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// If we're dealing with a custom node type, we need to create a default instance of the custom type instead of the native type for property comparison.
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if (oldnode->has_meta(SceneStringName(_custom_type_script))) {
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Ref<Script> cts = PropertyUtils::get_custom_type_script(oldnode);
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ERR_FAIL_COND_MSG(cts.is_null(), "Invalid custom type script.");
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default_oldnode = Object::cast_to<Node>(get_editor_data()->script_class_instance(cts->get_global_name()));
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if (default_oldnode) {
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default_oldnode->set_name(cts->get_global_name());
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@ -306,5 +306,12 @@ Ref<Script> PropertyUtils::get_custom_type_script(const Object *p_object) {
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return script_object;
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}
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#endif
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ResourceUID::ID id = ResourceUID::get_singleton()->text_to_id(custom_script);
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if (unlikely(id == ResourceUID::INVALID_ID || !ResourceUID::get_singleton()->has_id(id))) {
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const_cast<Object *>(p_object)->remove_meta(SceneStringName(_custom_type_script));
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ERR_FAIL_V_MSG(Ref<Script>(), vformat("Invalid custom type script UID: %s. Removing.", custom_script.operator String()));
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} else {
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custom_script = ResourceUID::get_singleton()->get_id_path(id);
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}
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return ResourceLoader::load(custom_script);
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}
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