Avoid infinite loop in GDScript at shutdown
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@ -2039,8 +2039,15 @@ GDScriptLanguage::~GDScriptLanguage() {
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}
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// Clear dependencies between scripts, to ensure cyclic references are broken (to avoid leaks at exit).
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while (script_list.first()) {
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GDScript *script = script_list.first()->self();
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SelfList<GDScript> *s = script_list.first();
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while (s) {
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GDScript *script = s->self();
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// This ensures the current script is not released before we can check what's the next one
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// in the list (we can't get the next upfront because we don't know if the reference breaking
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// will cause it -or any other after it, for that matter- to be released so the next one
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// is not the same as before).
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script->reference();
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for (Map<StringName, GDScriptFunction *>::Element *E = script->member_functions.front(); E; E = E->next()) {
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GDScriptFunction *func = E->get();
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for (int i = 0; i < func->argument_types.size(); i++) {
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@ -2051,6 +2058,9 @@ GDScriptLanguage::~GDScriptLanguage() {
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for (Map<StringName, GDScript::MemberInfo>::Element *E = script->member_indices.front(); E; E = E->next()) {
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E->get().data_type.script_type_ref = Ref<Script>();
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}
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s = s->next();
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script->unreference();
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}
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singleton = NULL;
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