Fix Godot 4.7 typed array crash: add freed-object filtering in PropertyPool and PerObjectHistory
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@@ -11,8 +11,14 @@ func _init(p_history_size: int):
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_history_size = p_history_size
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func subjects() -> Array[Object]:
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# Filter out freed objects — Godot 4.7 stricter typed arrays
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# reject invalid references and crash the engine.
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var valid := []
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for o in _data.keys():
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if is_instance_valid(o):
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valid.append(o)
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var result := [] as Array[Object]
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result.assign(_data.keys())
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result.assign(valid)
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return result
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func is_auth(tick: int, subject: Object) -> bool:
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@@ -49,8 +49,14 @@ func get_properties_of(subject: Object) -> Array[NodePath]:
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return properties
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func get_subjects() -> Array[Object]:
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# Filter out freed objects — Godot 4.7 stricter typed arrays
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# reject invalid references and crash the engine.
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var valid := []
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for s in _properties_by_subject.keys():
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if is_instance_valid(s):
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valid.append(s)
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var subjects := [] as Array[Object]
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subjects.assign(_properties_by_subject.keys())
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subjects.assign(valid)
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return subjects
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func is_empty() -> bool:
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@@ -110,7 +110,14 @@ func _on_first_peer_join(_peer_id: int) -> void:
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return
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_first_client_connected = true
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print("[HeadlessServer] First client connected — starting netfox tick loop...")
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print("[HeadlessServer] First client connected — letting avatar spawn...")
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# Wait TWO frames so PlayerSpawner._handle_new_peer() creates the avatar
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# BEFORE NetworkTime starts. The tick loop needs at least one subject.
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await get_tree().process_frame
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await get_tree().process_frame
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print("[HeadlessServer] Starting netfox tick loop with player subjects...")
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# Start netfox tick loop now that we have at least one player
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if NetworkTime and NetworkTime.has_method("start"):
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