Don't reuse the same list for _get_property_list()#1904
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akien-mga merged 1 commit intogodotengine:masterfrom Jan 20, 2026
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Don't reuse the same list for _get_property_list()#1904akien-mga merged 1 commit intogodotengine:masterfrom
_get_property_list()#1904akien-mga merged 1 commit intogodotengine:masterfrom
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bruvzg
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Fixes the issue, code looks good.
akien-mga
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Cherry-pick #1904: fix _get_property_list failing in thread scenarios
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In order to work around an issue where we need to keep the
List<PropertyInfo>for_get_property_list()alive until the data it contains isn't needed anymore, we've been reusing the sameList<PropertyInfo>.This works fine in a single-threaded scenario, but when multiple threads are involved, they'll stomp all over the list at the same time.
This PR makes it so that we aren't reusing the same
List<PropertyInfo>, but instead, allocating a new one each time.The tricky part is that we need to hang onto a pointer to it, so that we can free it when we're done. However, Godot will only pass us the
GDExtensionPropertyInfo *and doesn't let us stash any extra data. So, this PR uses the padding that's added byMemory::alloc_static()to stash the pointer in the same place that we usually put the element count when doingmemnew_arr().This is a little hacky, and it would be better if Godot gave us a place to stash some extra data instead, but this does seem to work in my testing :-)
Fixes godotengine/godot#115017