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Use GDExtension to_string
in Node
#92827
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is_valid
has neither a defined input value (uninitialized), nor is its output checked -- is that intended?There was a problem hiding this comment.
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Those are good questions! However, this code exactly matches what we already have in
Object::to_string()
, so it isn't making things any worse. :-) If we do end up evaluating howis_valid
should be used, then it should be fixed in both places.There was a problem hiding this comment.
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Thanks for clarification!
Since we'll likely forget to update one of the two places in that case, should we add a comment in both? (Or directly reuse a function, not sure how easy it would be).
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Yeah, I just copied
Object::to_string
but I also thought it was weird thatis_valid
is unused. We should probably check before returning, like we do withvalid
in scripts:godot/core/object/object.cpp
Lines 926 to 932 in e96ad5a
Note that
valid
is also uninitialized. I guess this variable is always assigned byto_string
so there's no need to initialize it, but I'm not too familiar with C++ so if we should always initialize it just let me know.There was a problem hiding this comment.
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At least the default implementations of
to_string()
seem to properly setr_valid
to false before errors, andtrue
on success.That's a common pattern for calling methods on ScriptInstance or GDExtension, though it's hard to guarantee that it's always safe. The tradeoff between avoiding one potentially unneeded initialization and risking using uninitialized memory needs to be assessed (especially whether not initializing these actually makes a difference to performance at all).
It's a much bigger scope than just this PR though. For this I'd suggest just putting a comment in both implementations that they should be kept in sync (not for what to do with
valid
specifically, but the whole method).