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GDScript: Fix stack overflow when using multiple await
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@ -270,6 +270,8 @@ Variant GDScriptFunctionState::resume(const Variant &p_arg) {
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if (EngineDebugger::is_active()) {
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GDScriptLanguage::get_singleton()->exit_function();
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}
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_clear_stack();
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#endif
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}
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@ -3450,23 +3450,26 @@ Variant GDScriptFunction::call(GDScriptInstance *p_instance, const Variant **p_a
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GDScriptLanguage::get_singleton()->script_frame_time += time_taken - function_call_time;
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}
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// Check if this function has been interrupted by `await`.
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// If that is the case we want to keep it in the debugger until it actually exits.
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// Check if this is not the last time it was interrupted by `await` or if it's the first time executing.
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// If that is the case then we exit the function as normal. Otherwise we postpone it until the last `await` is completed.
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// This ensures the call stack can be properly shown when using `await`, showing what resumed the function.
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if (!awaited) {
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if (!p_state || awaited) {
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if (EngineDebugger::is_active()) {
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GDScriptLanguage::get_singleton()->exit_function();
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}
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#endif
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// Free stack, except reserved addresses.
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for (int i = 3; i < _stack_size; i++) {
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stack[i].~Variant();
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}
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#ifdef DEBUG_ENABLED
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}
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#endif
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// Clear the stack even if there was an `await`.
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// The stack saved in the state is a copy, so this needs to be destructed to avoid leaks.
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if (_stack_size) {
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// Free stack.
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for (int i = 0; i < _stack_size; i++) {
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stack[i].~Variant();
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}
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// Always free reserved addresses, since they are never copied.
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for (int i = 0; i < 3; i++) {
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stack[i].~Variant();
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}
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return retvalue;
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