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c: registerRegister classes, functions and other symbols to GDScriptRegister classes, functions and other symbols to GDScriptquality-of-lifeNo new functionality, but improves ergonomics/internalsNo new functionality, but improves ergonomics/internals
Description
I stumbled upon this here: #1019 (comment)
See also: godotengine/godot#101870
The issue is that in godot, classdb_register_extension_class_method
returns void.
If an error occurs, it just prints an error and returns:
if (type->method_map.has(p_method->get_name())) {
// overloading not supported
ERR_FAIL_MSG(vformat("Method already bound '%s::%s'.", p_class, p_method->get_name()));
}
The macro ERR_FAIL_MSG
ultimately calls _err_print_error
which prints to stderr
and calls all handlers registered in error_handler_list
.
At the least for debug / CI, it would be great to register a handler, and fail CI if an error occurs.
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c: registerRegister classes, functions and other symbols to GDScriptRegister classes, functions and other symbols to GDScriptquality-of-lifeNo new functionality, but improves ergonomics/internalsNo new functionality, but improves ergonomics/internals