Open MikeSchulze opened 3 years ago
This is unlikely to be fixed before 4.0 is released since it removes yield
in favor of await
.
I'm not sure if this can be fully considered a bug. The point is, the function call resumed after yield()
is actually detached from the main stack. The control flow is split into two parallel ones. Yes, this is inconvenient for debugging, but it reflects the reality.
@dalexeev sure yield is splitup, but for debugging reason it is very bad to miss the full stack trace ;)
Godot version: Godot Engine v3.2.3.stable.mono.official - https://godotengine.org OpenGL ES 3.0 Renderer: GeForce GTX 980/PCIe/SSE2
OS/device including version: Windows 10
Issue description: Using get_stack() after yield results in a incomplete stack and makes get_stack() unusless.
Steps to reproduce:
The output is
--Before-- Frame 0 - res://addons/gdUnit/test/monitor/PushErrorMonitorTest.gd:45 in function 'test_get_stack_after_yield' Frame 1 - res://addons/gdUnit/src/core/GdUnitExecutor.gd:155 in function 'execute_yielded' --After-- Frame 0 - res://addons/gdUnit/test/monitor/PushErrorMonitorTest.gd:48 in function 'test_get_stack_after_yield'