Fix stack underflows when yielding twice
Also, refactor GDScriptFunctionState::_signal_callback, removing some excessive repetition. Fixes #30269.
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@ -1784,20 +1784,9 @@ 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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if (state.instance_id && !ObjectDB::get_instance(state.instance_id)) {
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#ifdef DEBUG_ENABLED
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ERR_EXPLAIN("Resumed function '" + String(function->get_name()) + "()' after yield, but class instance is gone. At script: " + state.script->get_path() + ":" + itos(state.line));
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ERR_FAIL_V(Variant());
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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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ERR_FAIL_COND_V(!function, Variant());
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if (p_argcount == 0) {
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r_error.error = Variant::CallError::CALL_ERROR_TOO_FEW_ARGUMENTS;
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r_error.argument = 1;
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@ -1823,44 +1812,7 @@ Variant GDScriptFunctionState::_signal_callback(const Variant **p_args, int p_ar
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return Variant();
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}
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state.result = arg;
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Variant ret = function->call(NULL, NULL, 0, r_error, &state);
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bool completed = true;
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// If the return value is a GDScriptFunctionState reference,
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// then the function did yield again after resuming.
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if (ret.is_ref()) {
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GDScriptFunctionState *gdfs = Object::cast_to<GDScriptFunctionState>(ret);
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if (gdfs && gdfs->function == function) {
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completed = false;
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gdfs->first_state = first_state.is_valid() ? first_state : Ref<GDScriptFunctionState>(this);
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}
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}
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function = NULL; //cleaned up;
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state.result = Variant();
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if (completed) {
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if (first_state.is_valid()) {
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first_state->emit_signal("completed", ret);
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} else {
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emit_signal("completed", ret);
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}
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}
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#ifdef DEBUG_ENABLED
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if (ScriptDebugger::get_singleton())
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GDScriptLanguage::get_singleton()->exit_function();
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if (state.stack_size) {
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//free stack
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Variant *stack = (Variant *)state.stack.ptr();
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for (int i = 0; i < state.stack_size; i++)
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stack[i].~Variant();
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}
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#endif
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return ret;
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return resume(arg);
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}
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bool GDScriptFunctionState::is_valid(bool p_extended_check) const {
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