Closed lilizoey closed 6 months ago
I am gonna work on fixing this after #625 is done. Also @TitanNano since you made the initial implementation, just wondering if you had any input here too.
@lilizoey just leaving a quick comment so I don't forget. I am currently working on a patch that will switch ScriptInstance
to receive a GdCell instead of self. That change will also include changes to how these lists are handled, as the current approach is no longer compatible.
I will try to share a draft soonish.
I am currently working on a patch that will switch
ScriptInstance
to receive a GdCell instead of self.
Note that GdCell
is private, and it would be nice if we could keep it that way. The current way how the mechanism with base()
+ base_mut()
works is reasonably simple, and a user doesn't need to know the intricacies of the reborrow rabbit hole in order to use it correctly.
However, exposing GdCell
would burden users with significant complexity. This aspect was often criticized in gdnative, and people ran into issues all the time. Keep in mind that most people are here to develop games/plugins, and it's our responsibility to provide the simplest possible API that achieves this "well enough". See also Philosophy.
So please consider discussing the design in a GitHub issue before spending a lot of time on implementation.
In our script instance implementation, we pass a property list and method list to godot depending on slices returned from
get_property_list
andget_method_list
. Godot will then later callfree_property_list_func
andfree_method_list_func
on each of these. In these methods we again callget_property_list/get_method_list
to find the length of the array, and callVec::from_raw_parts(ptr, len, len)
on the pointer.This is unsound, since there is nothing stopping the user from implementing
get_property_list
orget_method_list
such that they return slices of different lengths each time. For instance we could do something like:This would make the
free
callback always try to create aVec
with a too big length, thus UB.Solutions
In godot 4.3 we can use the new free-callbacks, which pass along the length of the array. So that means we have at least these options:
ScriptInstance
support from all versions prior to 4.3, use new callbacks in 4.3I think option 1 is best. As making a sound implementation is tricky (you can use a sentinel value for the length, or some kind of header struct trick). And in 4.3 we wont need anything fancy for the length since the length is simply passed to us by Godot.