Handle missing arg pointer in get_call_error_text
I had a situation coming from godot-python where the caller of Variant::get_call_error_text() passed null for `p_argptrs`. In addition to fixing that in the caller, seems like good practice to defend against that situation in the callee to prevent a crash. So this patch just substitutes some semi-useful text for the source type name and keeps going so the user's actual error gets emitted.
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@ -3167,7 +3167,11 @@ String Variant::get_call_error_text(Object *p_base, const StringName &p_method,
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if (ce.error == Variant::CallError::CALL_ERROR_INVALID_ARGUMENT) {
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int errorarg = ce.argument;
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err_text = "Cannot convert argument " + itos(errorarg + 1) + " from " + Variant::get_type_name(p_argptrs[errorarg]->get_type()) + " to " + Variant::get_type_name(ce.expected) + ".";
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if (p_argptrs) {
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err_text = "Cannot convert argument " + itos(errorarg + 1) + " from " + Variant::get_type_name(p_argptrs[errorarg]->get_type()) + " to " + Variant::get_type_name(ce.expected) + ".";
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} else {
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err_text = "Cannot convert argument " + itos(errorarg + 1) + " from [missing argptr, type unknown] to " + Variant::get_type_name(ce.expected) + ".";
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}
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} else if (ce.error == Variant::CallError::CALL_ERROR_TOO_MANY_ARGUMENTS) {
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err_text = "Method expected " + itos(ce.argument) + " arguments, but called with " + itos(p_argcount) + ".";
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} else if (ce.error == Variant::CallError::CALL_ERROR_TOO_FEW_ARGUMENTS) {
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