Open why-try313 opened 11 months ago
Maybe we are not passing the arguments correctly with 0 count.
Arguments are returned, but it looks like the signal callback fails.
Another problem that might be Signal related, TextEdit
completly ignores keyboard inputs or clicks
After further testing: It turns out the crash only occurs on one of these nodes input_event(camera, event, position, normal, shape_idx)
,
that being said,
child_entered_tree(Node)
still doesn't return the node
To illustrate, xkill was made after freezing:
I wonder if it's Camera3D access that's crashing? The rest are primitive types.
Another problem that might be Signal related, TextEdit completly ignores keyboard inputs or clicks
If you add a script on a TextEdit
it stops working...
If you place the script on a Control
above and trigger the signal from TextEdit
to the Control
it isn't ignoring the clicks
--> This is a bug, we should check why we lose any input events if we attach a .mjs
:(
Concerned version
4.1-v0.0.17-alpha-20231003
Problem
It seems that any function passing arguments makes the application crash, both on editor connection and using the
.connect(str, fn)
methodWhat works:
this.connect("sig_name", () => { this.myMethod(myValueHere) })
What doesn't work:
this.connect("input_event", this.myMethod) // returns 5 arguments
this.connect("sig_name", this.myMethod, [myValue])
this.connect("sig_name", this.myMethod.bind(myValue))
Observations
1) It seems that after re-establishing binding_script.js with some modifications the connect method in code passes the arguments array
2) Connecting a method on the editor doesn't match the number of arguments since![connect issued](https://github.com/Geequlim/ECMAScript/assets/18019207/20b5149f-a877-4a64-a6d4-e26b7bcf4664)
MethodInfo
doesn't set the number of arguments in /quickjs/quickjs_binder.cpp:L1871Note : The parameters seem to be received by the functions since they are logged on the terminal that runs godot but freezes the program completly after printing them