Created
July 5, 2024 00:50
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An Autoload hack for Godot Android editor to pre-test for NULL crashes.
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class_name GodotAndroidEditorRuntimeErrorDebugger | |
extends Node | |
## Singleton(Autoload) containing global helper methods for the Android Editor. | |
## | |
## This class is intended to be used as a Singleton(Autoload), the [code]gdaererrd[/code] plug-in will | |
## automatically add [code]aerr[/code] as an Autoload. The Singleton name and method names are | |
## intended for easy typing on QWERTY digital keyboards found on phones and tablets.[br] | |
## [br] | |
## Use [code]aerr.t(arg)[/code] to test if a single variable is_instance_valid().[br] | |
## Failure will cause the program to print the error to console Output. | |
## Then safely quit back to the Editor. | |
signal crashed | |
func _ready(): | |
crashed.connect(_crash_clean) | |
## Android Error Test[br] | |
## | |
## Use [code]if aerr.t(arg):[/code] to test a variable | |
## before it is used later in the function. | |
## e.g. [codeblock] | |
## if aerr.t(player_node): | |
## player_node.position.x += 1 | |
## pass | |
## [/codeblock] | |
## [codeblock] | |
## if aerr.t(player_node): player_node.position.x += 1 | |
## [/codeblock] | |
## e.g. [codeblock] | |
## aerr.t(player_node) | |
## aerr.t(player_node.position) | |
## player_node.position.x += 1 | |
## [/codeblock] | |
func t(arg) -> bool: | |
if is_instance_valid(arg): | |
return true | |
else: | |
_print_crash() | |
crashed.emit() | |
return false | |
## Alternate method name for [code]t()[/code] | |
func test(arg) -> bool: | |
return t(arg) | |
func _print_crash(): | |
printerr("CRASH: VAR is not valid. Is it NULL?") | |
print_rich("[color=yellow]If it was a Node, check your NodePath $\" \"get_node()[/color].") | |
print_stack() | |
func _crash_clean(): | |
Engine.get_main_loop().set_pause(true) | |
await Engine.get_main_loop().create_timer(0.01).timeout | |
Engine.get_main_loop().set_auto_accept_quit(false) | |
Engine.get_main_loop().call_deferred("quit") |
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