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Auto-release static GDTypes at exit. #114790
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I'd say, as it doesn't contain any details it'll be noisy if it floods with many of these
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The warning isn't expected to ever print anyway, it's just a precaution for misuse. With multiple prints it would at least be possible to estimate how many GDTypes are affected.
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I'd suggest replacing it with a counter in that case to make it less noisy
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If this is meant to be an impossible scenario, wouldn't
DEV_ASSERTbe preferable?There was a problem hiding this comment.
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I would have agreed a year ago, but since working on Godot more I've grown more into the "don't crash if it's not fatal" mindset, at least for Godot. Warnings should be plenty to find the situation if it ever does arise.
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I'd argue that's only relevant when something's directly accessible by the end-user. But we don't clearly define if internals should be handled to a different standard, so I digress
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It could also be
DEV_CHECK_ONCE()if the goal is to keep this out of normal builds? I'm not sure it matters too much in this particular case, though