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authorIgnacio Etcheverry <ignalfonsore@gmail.com>2019-07-08 15:17:43 +0200
committerIgnacio Etcheverry <ignalfonsore@gmail.com>2019-07-08 18:07:20 +0200
commitaa3b8f7dbbf04c54795431eed40c63f9ed8e0fe1 (patch)
treeeda12a2498769d11093b9b495f69319ea5112dc8 /modules/mono/glue/base_object_glue.cpp
parent5ed3d34cd914ecd6930651769a423cad2999ca64 (diff)
Fix Godot.Object.ToString() infinite recursion
Should not be using Variant to String conversion as that would call ToString() again
Diffstat (limited to 'modules/mono/glue/base_object_glue.cpp')
-rw-r--r--modules/mono/glue/base_object_glue.cpp13
1 files changed, 12 insertions, 1 deletions
diff --git a/modules/mono/glue/base_object_glue.cpp b/modules/mono/glue/base_object_glue.cpp
index 75b2dfce9a..6d85f55b97 100644
--- a/modules/mono/glue/base_object_glue.cpp
+++ b/modules/mono/glue/base_object_glue.cpp
@@ -219,7 +219,18 @@ MonoBoolean godot_icall_DynamicGodotObject_SetMember(Object *p_ptr, MonoString *
}
MonoString *godot_icall_Object_ToString(Object *p_ptr) {
- return GDMonoMarshal::mono_string_from_godot(Variant(p_ptr).operator String());
+#ifdef DEBUG_ENABLED
+ // Cannot happen in C#; would get an ObjectDisposedException instead.
+ CRASH_COND(p_ptr == NULL);
+
+ if (ScriptDebugger::get_singleton() && !Object::cast_to<Reference>(p_ptr)) { // Only if debugging!
+ // Cannot happen either in C#; the handle is nullified when the object is destroyed
+ CRASH_COND(!ObjectDB::instance_validate(p_ptr));
+ }
+#endif
+
+ String result = "[" + p_ptr->get_class() + ":" + itos(p_ptr->get_instance_id()) + "]";
+ return GDMonoMarshal::mono_string_from_godot(result);
}
void godot_register_object_icalls() {