[Nativescript] fix crash when loading a library with missing godot_nativescript_init

This commit is contained in:
Emmanuel Leblond 2017-10-16 00:19:31 +02:00
parent 0d0cb01f33
commit 9c1f6c5db6
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@ -1011,10 +1011,13 @@ void NativeScriptLanguage::init_library(const Ref<GDNativeLibrary> &lib) {
void *proc_ptr;
gdn->get_symbol(_init_call_name, proc_ptr);
((void (*)(godot_string *))proc_ptr)((godot_string *)&lib_path);
Error err = gdn->get_symbol(_init_call_name, proc_ptr);
if (err != OK) {
ERR_PRINT(String("No " + _init_call_name + " in \"" + lib_path + "\" found").utf8().get_data());
} else {
((void (*)(godot_string *))proc_ptr)((godot_string *)&lib_path);
}
} else {
// already initialized. Nice.
}
@ -1138,9 +1141,12 @@ void NativeReloadNode::_notification(int p_what) {
// here the library registers all the classes and stuff.
void *proc_ptr;
L->get()->get_symbol("godot_nativescript_init", proc_ptr);
((void (*)(void *))proc_ptr)((void *)&L->key());
Error err = L->get()->get_symbol("godot_nativescript_init", proc_ptr);
if (err != OK) {
ERR_PRINT(String("No godot_nativescript_init in \"" + L->key() + "\" found").utf8().get_data());
} else {
((void (*)(void *))proc_ptr)((void *)&L->key());
}
for (Map<String, Set<NativeScript *> >::Element *U = NSL->library_script_users.front(); U; U = U->next()) {
for (Set<NativeScript *>::Element *S = U->get().front(); S; S = S->next()) {