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Compare scripts via object_id #1036

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Follow up for #1013 that adds SAFETY comment to unsafe block and uses object_id() for script object comparison.

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API docs are being generated and will be shortly available at: https://godot-rust.github.io/docs/gdext/pr-1036

@Bromeon Bromeon added quality-of-life No new functionality, but improves ergonomics/internals c: core Core components labels Feb 5, 2025
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Thank you!

Comment on lines +363 to +367
if object_script_variant
.object_id()
.map(|instance_id| instance_id != script.instance_id())
.unwrap_or(true)
{
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It looks like this changes behavior:

previous condition was a != b
so if a is null, the overall condition is only true if b is not null.

now it's a.map(|a| a != b).unwrap_or(true)
meaning if a is null, the whole condition is always true.

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btw, this could be Option::map_or(), no?

@@ -371,6 +373,8 @@ where
};

let get_instance_fn = sys::interface_fn!(object_get_script_instance);

// SAFETY: object and language are alive and their sys pointers are valid
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Suggested change
// SAFETY: object and language are alive and their sys pointers are valid
// SAFETY: object and language are alive and their sys pointers are valid.

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3 participants