Validate custom type script before loading it

This commit is contained in:
kobewi 2025-03-02 14:55:30 +01:00
parent 15ff450680
commit cc2649acdb
2 changed files with 8 additions and 0 deletions

View File

@ -3115,6 +3115,7 @@ void SceneTreeDock::_replace_node(Node *p_node, Node *p_by_node, bool p_keep_pro
// 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.
if (oldnode->has_meta(SceneStringName(_custom_type_script))) {
Ref<Script> cts = PropertyUtils::get_custom_type_script(oldnode);
ERR_FAIL_COND_MSG(cts.is_null(), "Invalid custom type script.");
default_oldnode = Object::cast_to<Node>(get_editor_data()->script_class_instance(cts->get_global_name()));
if (default_oldnode) {
default_oldnode->set_name(cts->get_global_name());

View File

@ -306,5 +306,12 @@ Ref<Script> PropertyUtils::get_custom_type_script(const Object *p_object) {
return script_object;
}
#endif
ResourceUID::ID id = ResourceUID::get_singleton()->text_to_id(custom_script);
if (unlikely(id == ResourceUID::INVALID_ID || !ResourceUID::get_singleton()->has_id(id))) {
const_cast<Object *>(p_object)->remove_meta(SceneStringName(_custom_type_script));
ERR_FAIL_V_MSG(Ref<Script>(), vformat("Invalid custom type script UID: %s. Removing.", custom_script.operator String()));
} else {
custom_script = ResourceUID::get_singleton()->get_id_path(id);
}
return ResourceLoader::load(custom_script);
}