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Fix to restore library_path
as absolute path
#94373
Conversation
Ack! Thanks for catching this. As you point out (via linking PR #84620), this isn't the first time we've accidentally broken this. I think we should probably add a test case to the godot-cpp tests to make sure the path is an absolute path, so we don't break it again. The change in your PR looks fine to me, although, I haven't done any testing. |
I was thinking last night about adding something like a I'm not sure what a godot-cpp test case for this world look like, if you think that's the best way to address this can you put that together? |
I just posted PR godotengine/godot-cpp#1520 which adds a godot-cpp test.
I'm not sure that makes sense in this case. Those error macros are generally used for errors in input to a function, whereas this is an error of output. We also won't necessarily see that error during development (ie it wouldn't fail CI on PRs that break this), but if godot-cpp starts failing tests, then we know there's an issue to look into. |
Oh, and in working on that test, I did test that it fails without this PR and succeeds with it, so I have now tested this PR as well! Can you take it out of draft? |
All sounds good to me. Good point about the error messages and input vs output. |
Thanks! |
Fix for possible issue with
library_path
being set as a local resource path rather than an absolute file system path. May have broken the Python bindings, and possibly any other extension needing an absolute path. Needs a little more investigation, marking as draft for now. @dsnopek, could you look this over too?Related:
GDExtension
'slibrary_path
back to an absolute path #84620