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Don't recursively call _update_tree #100670

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Dec 20, 2024
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@hpvb hpvb commented Dec 20, 2024

When a node was previously selected and the test "selected == p_node" was true the code would use set_selected() to change the selection to nullptr. However, if the tree is dirty, which is always true in this codepath, this would lead to a recursive call to _update_tree() ultimately leading to a crash due to us running out of stack.

This fixes #100666

When a node was previously selected and the test "selected == p_node"
was true the code would use set_selected() to change the selection to
nullptr. However, if the tree is dirty, which is always true in this
codepath, this would lead to a recursive call to _update_tree()
ultimately leading to a crash due to us running out of stack.

This fixes godotengine#100666
@hpvb hpvb requested review from a team as code owners December 20, 2024 22:04
@hpvb hpvb added the bug label Dec 20, 2024
@hpvb hpvb added this to the 4.4 milestone Dec 20, 2024
@akien-mga akien-mga changed the title Don't recursively call _update_tree Don't recursively call _update_tree Dec 20, 2024
@akien-mga akien-mga merged commit 91e7210 into godotengine:master Dec 20, 2024
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@akien-mga
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Thanks!

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[4.4 dev 7] Crash to Desktop on choosing skeleton node
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