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C#: Fix disconnecting event signals twice
`disconnect_event_signals` can be called twice (when managed instance is disposed and from the ScriptInstance destructor).
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@@ -2018,22 +2018,20 @@ void CSharpInstance::connect_event_signals() {
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// TODO: Use pooling for ManagedCallable instances.
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// TODO: Use pooling for ManagedCallable instances.
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auto event_signal_callable = memnew(EventSignalCallable(owner, &event_signal));
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auto event_signal_callable = memnew(EventSignalCallable(owner, &event_signal));
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owner->connect(signal_name, Callable(event_signal_callable));
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Callable callable(event_signal_callable);
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connected_event_signals.push_back(callable);
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owner->connect(signal_name, callable);
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}
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}
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}
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}
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void CSharpInstance::disconnect_event_signals() {
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void CSharpInstance::disconnect_event_signals() {
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for (const Map<StringName, CSharpScript::EventSignal>::Element *E = script->event_signals.front(); E; E = E->next()) {
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for (const List<Callable>::Element *E = connected_event_signals.front(); E; E = E->next()) {
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const CSharpScript::EventSignal &event_signal = E->value();
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const Callable &callable = E->get();
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auto event_signal_callable = static_cast<const EventSignalCallable *>(callable.get_custom());
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StringName signal_name = event_signal.field->get_name();
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owner->disconnect(event_signal_callable->get_signal(), callable);
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// TODO: It would be great if we could store this EventSignalCallable on the stack.
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// The problem is that Callable memdeletes it when it's destructed...
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auto event_signal_callable = memnew(EventSignalCallable(owner, &event_signal));
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owner->disconnect(signal_name, Callable(event_signal_callable));
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}
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}
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connected_event_signals.clear();
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}
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}
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void CSharpInstance::refcount_incremented() {
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void CSharpInstance::refcount_incremented() {
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@@ -271,6 +271,8 @@ class CSharpInstance : public ScriptInstance {
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Ref<CSharpScript> script;
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Ref<CSharpScript> script;
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MonoGCHandleData gchandle;
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MonoGCHandleData gchandle;
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List<Callable> connected_event_signals;
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bool _reference_owner_unsafe();
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bool _reference_owner_unsafe();
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/*
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/*
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