Fix invalid access crash on exit in LimboHSM
Since #131, `LimboState::_exit()` became a source of potential crashes if object references are used without a validity check. It's too easy to miss this, which can lead to game crashing during runtime. This fix reverts #131 change and proposes alternative approach of re-activating root HSM upon tree entering if it was previously active. Note that it's not an ideal solution, as some state will be lost upon re-parenting: HSM exits and then re-activates and enters its initial state.
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@ -263,6 +263,21 @@ void LimboHSM::_validate_property(PropertyInfo &p_property) const {
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void LimboHSM::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_POST_ENTER_TREE: {
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if (was_active && is_root()) {
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// Re-activate the root HSM if it was previously active.
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// Typically, this happens when the node is re-entered scene repeatedly (e.g., re-parenting, pooling).
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set_active(true);
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}
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} break;
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case NOTIFICATION_EXIT_TREE: {
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if (is_root()) {
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// Remember active status for re-parenting and exit state machine
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// to release resources and signal connections if active.
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was_active = active;
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if (is_active()) {
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_exit();
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}
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}
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} break;
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case NOTIFICATION_PROCESS: {
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_update(get_process_delta_time());
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@ -55,6 +55,7 @@ private:
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LimboState *previous_active;
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LimboState *next_active;
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bool updating = false;
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bool was_active = false;
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HashMap<TransitionKey, Transition, TransitionKeyHasher> transitions;
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@ -190,11 +190,6 @@ void LimboState::_notification(int p_what) {
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_update_blackboard_plan();
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}
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} break;
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case NOTIFICATION_PREDELETE: {
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if (is_active()) {
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_exit();
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}
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} break;
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}
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}
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