Fix async SignalFuture panic when object is freed before exit flag - #1648
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API docs are being generated and will be shortly available at: https://godot-rust.github.io/docs/gdext/pr-1648 |
…t flag Previously, the engine-exiting flag was only checked when the signal resolver was dropped. But during a real shutdown, the signal object is often freed before that flag is set. The resolver then marks the future as dead and wakes it, so the drop-time check is too late, and the next poll panics with "the signal object of a SignalFuture was freed". Now the flag is also checked at poll time: a dead `SignalFuture` polled while the engine is exiting parks silently (and is dropped during cleanup) instead of panicking. `FallibleSignalFuture` is unchanged and still resolves to an error. Adds an integration test for the freed-before-flag ordering.
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Previously, the engine-exiting flag was only checked when the signal resolver was dropped. But during a real shutdown, the signal object is often freed before that flag is set. The resolver then marks the future as dead and wakes it, so the drop-time check is too late, and the next poll panics with "the signal object of a SignalFuture was freed".
Now the flag is also checked at poll time: a dead
SignalFuturepolled while the engine is exiting parks silently (and is dropped during cleanup) instead of panicking.FallibleSignalFutureis unchanged and still resolves to an error.Adds an integration test for the freed-before-flag ordering.
Closes #1624.