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C++ A deep copy (COW) of TypedArray is sometimes incorrectly made #89191
Comments
… modified correctly (godotengine/godot#89191)
What happens if you do: TypedArray<int> typedArrayCopy;
typedArrayCopy = untypedArray; If that does work then it's a bug and the issue is here: godot/core/variant/typed_array.h Lines 48 to 53 in 39f9060
I'll test and look later and if that is the problem I can fix the relevant code |
Using the code you provided instead does not perform a deep copy! |
Then I'll write some fixes for this, it should work, will see! |
Tested versions
Reproducible on 7d2ca2d and also on 4.2-stable 46dc277
System information
Godot v4.3.dev (7d2ca2d) - Windows 10.0.22621 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 980 Ti (NVIDIA; 31.0.15.3598) - 13th Gen Intel(R) Core(TM) i7-13700K (24 Threads)
Issue description
When casting from
TypedArray
toArray
and back again, a deep copy (COW) will be performed. This seems to also affect nestedArray
occurrences, thus making it impossible(?) to extract a reference to aTypedArray
as aTypedArray
from anArray
orTypedArray
.Steps to reproduce
A simple example is the following. Even though
untypedArray
in this example knows that it is, internally, a typed array, it will still perform a COW deep copy.This behaviour arguably becomes more problematic when dealing with nested
Array
scenarios:This second example demonstrates that it is difficult (and maybe impossible?) to extract a
TypedArray
from anArray
(orTypedArray
) and put it back into aTypedArray
container without doing a COW that may not be desirable.GDScript
This behaviour does not affect GDScript. In GDScript, I can do the following and a COW deep copy will never occur:
Minimal reproduction project (MRP)
(See above code snippets. Put them in something that you know will be called in the engine like
register_core_singletons()
ofregister_core_types.cpp
)The text was updated successfully, but these errors were encountered: