SceneTree: Abort change_scene if we're quitting
Otherwise we can have a segmentation fault if we try to call `add_child` on an already freed node. Fixes #35323.
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@ -459,10 +459,7 @@ void SceneTree::input_event(const Ref<InputEvent> &p_event) {
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}
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void SceneTree::init() {
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//_quit=false;
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initialized = true;
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root->_set_tree(this);
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MainLoop::init();
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}
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@ -1285,6 +1282,14 @@ void SceneTree::_change_scene(Node *p_to) {
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current_scene = NULL;
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}
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// If we're quitting, abort.
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if (unlikely(_quit)) {
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if (p_to) { // Prevent memory leak.
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memdelete(p_to);
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}
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return;
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}
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if (p_to) {
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current_scene = p_to;
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root->add_child(p_to);
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@ -1292,15 +1297,14 @@ void SceneTree::_change_scene(Node *p_to) {
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}
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Error SceneTree::change_scene(const String &p_path) {
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Ref<PackedScene> new_scene = ResourceLoader::load(p_path);
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if (new_scene.is_null())
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return ERR_CANT_OPEN;
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return change_scene_to(new_scene);
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}
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Error SceneTree::change_scene_to(const Ref<PackedScene> &p_scene) {
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Error SceneTree::change_scene_to(const Ref<PackedScene> &p_scene) {
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Node *new_scene = NULL;
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if (p_scene.is_valid()) {
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new_scene = p_scene->instance();
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@ -1310,8 +1314,8 @@ Error SceneTree::change_scene_to(const Ref<PackedScene> &p_scene) {
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call_deferred("_change_scene", new_scene);
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return OK;
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}
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Error SceneTree::reload_current_scene() {
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Error SceneTree::reload_current_scene() {
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ERR_FAIL_COND_V(!current_scene, ERR_UNCONFIGURED);
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String fname = current_scene->get_filename();
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return change_scene(fname);
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@ -1322,6 +1326,7 @@ void SceneTree::add_current_scene(Node *p_current) {
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current_scene = p_current;
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root->add_child(p_current);
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}
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#ifdef DEBUG_ENABLED
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static void _fill_array(Node *p_node, Array &array, int p_level) {
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