Fix crash on signal/resume to dangling target
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@ -275,7 +275,7 @@ Variant GDScriptFunction::call(GDScriptInstance *p_instance, const Variant **p_a
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#endif
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uint32_t alloca_size = 0;
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GDScript *_class;
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GDScript *script;
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int ip = 0;
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int line = _initial_line;
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@ -286,7 +286,7 @@ Variant GDScriptFunction::call(GDScriptInstance *p_instance, const Variant **p_a
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line = p_state->line;
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ip = p_state->ip;
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alloca_size = p_state->stack.size();
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_class = p_state->_class;
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script = p_state->script.ptr();
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p_instance = p_state->instance;
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defarg = p_state->defarg;
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self = p_state->self;
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@ -368,9 +368,9 @@ Variant GDScriptFunction::call(GDScriptInstance *p_instance, const Variant **p_a
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} else {
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self = p_instance->owner;
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}
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_class = p_instance->script.ptr();
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script = p_instance->script.ptr();
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} else {
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_class = _script;
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script = _script;
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}
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}
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@ -395,7 +395,7 @@ Variant GDScriptFunction::call(GDScriptInstance *p_instance, const Variant **p_a
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#define GET_VARIANT_PTR(m_v, m_code_ofs) \
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Variant *m_v; \
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m_v = _get_variant(_code_ptr[ip + m_code_ofs], p_instance, _class, self, stack, err_text); \
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m_v = _get_variant(_code_ptr[ip + m_code_ofs], p_instance, script, self, stack, err_text); \
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if (unlikely(!m_v)) \
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OPCODE_BREAK;
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@ -404,7 +404,7 @@ Variant GDScriptFunction::call(GDScriptInstance *p_instance, const Variant **p_a
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#define CHECK_SPACE(m_space)
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#define GET_VARIANT_PTR(m_v, m_code_ofs) \
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Variant *m_v; \
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m_v = _get_variant(_code_ptr[ip + m_code_ofs], p_instance, _class, self, stack, err_text);
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m_v = _get_variant(_code_ptr[ip + m_code_ofs], p_instance, script, self, stack, err_text);
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#endif
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@ -1256,11 +1256,10 @@ Variant GDScriptFunction::call(GDScriptInstance *p_instance, const Variant **p_a
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gdfs->state.stack_size = _stack_size;
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gdfs->state.self = self;
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gdfs->state.alloca_size = alloca_size;
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gdfs->state._class = _class;
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gdfs->state.script = Ref<GDScript>(_script);
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gdfs->state.ip = ip + ipofs;
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gdfs->state.line = line;
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gdfs->state.instance_id = (p_instance && p_instance->get_owner()) ? p_instance->get_owner()->get_instance_id() : 0;
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gdfs->state.script_id = _class->get_instance_id();
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//gdfs->state.result_pos=ip+ipofs-1;
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gdfs->state.defarg = defarg;
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gdfs->state.instance = p_instance;
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@ -1549,8 +1548,8 @@ Variant GDScriptFunction::call(GDScriptInstance *p_instance, const Variant **p_a
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String err_file;
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if (p_instance)
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err_file = p_instance->script->path;
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else if (_class)
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err_file = _class->path;
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else if (script)
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err_file = script->path;
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if (err_file == "")
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err_file = "<built-in>";
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String err_func = name;
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@ -1764,17 +1763,14 @@ GDScriptFunction::~GDScriptFunction() {
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Variant GDScriptFunctionState::_signal_callback(const Variant **p_args, int p_argcount, Variant::CallError &r_error) {
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#ifdef DEBUG_ENABLED
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if (state.instance_id && !ObjectDB::get_instance(state.instance_id)) {
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#ifdef DEBUG_ENABLED
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ERR_EXPLAIN("Resumed after yield, but class instance is gone");
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ERR_FAIL_V(Variant());
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}
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if (state.script_id && !ObjectDB::get_instance(state.script_id)) {
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ERR_EXPLAIN("Resumed after yield, but script is gone");
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ERR_FAIL_V(Variant());
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}
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#else
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return Variant();
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#endif
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}
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Variant arg;
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r_error.error = Variant::CallError::CALL_OK;
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@ -1844,9 +1840,6 @@ bool GDScriptFunctionState::is_valid(bool p_extended_check) const {
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//class instance gone?
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if (state.instance_id && !ObjectDB::get_instance(state.instance_id))
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return false;
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//script gone?
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if (state.script_id && !ObjectDB::get_instance(state.script_id))
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return false;
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}
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return true;
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@ -1855,17 +1848,14 @@ bool GDScriptFunctionState::is_valid(bool p_extended_check) const {
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Variant GDScriptFunctionState::resume(const Variant &p_arg) {
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ERR_FAIL_COND_V(!function, Variant());
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#ifdef DEBUG_ENABLED
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if (state.instance_id && !ObjectDB::get_instance(state.instance_id)) {
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#ifdef DEBUG_ENABLED
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ERR_EXPLAIN("Resumed after yield, but class instance is gone");
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ERR_FAIL_V(Variant());
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}
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if (state.script_id && !ObjectDB::get_instance(state.script_id)) {
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ERR_EXPLAIN("Resumed after yield, but script is gone");
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ERR_FAIL_V(Variant());
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}
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#else
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return Variant();
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#endif
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}
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state.result = p_arg;
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Variant::CallError err;
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@ -272,15 +272,13 @@ private:
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public:
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struct CallState {
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ObjectID instance_id; //by debug only
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ObjectID script_id;
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ObjectID instance_id;
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GDScriptInstance *instance;
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Vector<uint8_t> stack;
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int stack_size;
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Variant self;
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uint32_t alloca_size;
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GDScript *_class;
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Ref<GDScript> script;
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int ip;
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int line;
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int defarg;
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