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Fix debugger crash inspecting freed object. #36532

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merged 1 commit into from
Feb 25, 2020

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Faless
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@Faless Faless commented Feb 25, 2020

This seems to be the correct way to validate a reference.
Why is cast_to failing? Is this the correct way of checking if the object is valid? (@reduz ).

Fixes #36486
Likely fixes #29533

Minimal reproduction project: proj_dbg_crash.zip
Just run the project, wait till you get a breakpoint (after 4 secs) and while breaked open the remote tree tab. You will get the crash without this PR. Should work normally with this patch.

This seems to be the correct way to validate a reference.
Why is cast_to failing? Is this the correct way of checking if the
object is valid?
@Faless Faless added this to the 4.0 milestone Feb 25, 2020
@akien-mga akien-mga added the cherrypick:3.x Considered for cherry-picking into a future 3.x release label Feb 25, 2020
@akien-mga akien-mga merged commit dace1ec into godotengine:master Feb 25, 2020
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Thanks!

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Faless commented Feb 25, 2020

@akien-mga see this branch for the cherry-pick (the file is deleted in master):
https://github.com/Faless/godot/tree/debugger/weakref_crash_32

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I was going to ask for the fix to make it into a point release, but I see it's being considered for it, if you're cherry-picking?

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Cherry-picked for 3.2.1.

@akien-mga akien-mga removed the cherrypick:3.x Considered for cherry-picking into a future 3.x release label Mar 4, 2020
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Project crash when debugging it in remote scene tree Remote scene tree needs better error handling
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