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Compare scripts via object_id #1036

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10 changes: 7 additions & 3 deletions godot-core/src/obj/script.rs
Original file line number Diff line number Diff line change
Expand Up @@ -360,9 +360,11 @@ where
return false;
}

let object_script: Gd<Script> = object_script_variant.to();

if object_script.upcast_ref::<Script>().__object_ptr() != script.upcast_ref().__object_ptr() {
if object_script_variant
.object_id()
.map(|instance_id| instance_id != script.instance_id())
.unwrap_or(true)
{
Comment on lines +363 to +367
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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?

return false;
}

Expand All @@ -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.

let instance = unsafe { get_instance_fn(object.obj_sys(), language.obj_sys()) };

!instance.is_null()
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