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Defer the call to 'popup_str' to the next cycle to let Godot Engine's editor time to properly start
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@@ -37,9 +37,16 @@
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static ErrorHandlerList *error_handler_list = nullptr;
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void add_error_handler(ErrorHandlerList *p_handler) {
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// If p_handler is already in error_handler_list
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// we'd better remove it first then we can add it.
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// This prevent cyclic redundancy.
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remove_error_handler(p_handler);
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_global_lock();
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p_handler->next = error_handler_list;
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error_handler_list = p_handler;
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_global_unlock();
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}
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