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@@ -396,6 +396,79 @@ if you prefer a more readable and reliable, but more verbose syntax.
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``UNSAFE_*`` warnings make unsafe operations more noticeable, than unsafe lines.
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Currently, ``UNSAFE_*`` warnings do not cover all cases that unsafe lines cover.
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+Common unsafe operations and their safe counterparts
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+----------------------------------------------------
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+
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+``UNSAFE_PROPERTY_ACCESS`` and ``UNSAFE_METHOD_ACCESS`` warnings
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+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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+
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+In this example, we aim to set a property and call a method on an object
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+that has a script attached with ``class_name MyScript`` and that ``extends
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+Node2D``. If we have a reference to the object as a ``Node2D`` (for instance,
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+as it was passed to us by the physics system), we can first check if the
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+property and method exist and then set and call them if they do::
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+
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+ if "some_property" in node_2d:
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+ node_2d.some_property = 20 # Produces UNSAFE_PROPERTY_ACCESS warning.
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+
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+ if node_2d.has_method("some_function"):
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+ node_2d.some_function() # Produces UNSAFE_METHOD_ACCESS warning.
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+
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+However, this code will produce ``UNSAFE_PROPERTY_ACCESS`` and
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+``UNSAFE_METHOD_ACCESS`` warnings as the property and method are not present
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+in the referenced type - in this case a ``Node2D``. To make these operations
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+safe, you can first check if the object is of type ``MyScript`` using the
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+``is`` keyword and then declare a variable with the type ``MyScript`` on
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+which you can set its properties and call its methods::
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+
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+ if node_2d is MyScript:
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+ var my_script: MyScript = node_2d
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+ my_script.some_property = 20
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+ my_script.some_function()
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+
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+Alternatively, you can declare a variable and use the ``as`` operator to try
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+to cast the object. You'll then want to check whether the cast was successful
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+by confirming that the variable was assigned::
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+
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+ var my_script := node_2d as MyScript
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+ if my_script != null:
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+ my_script.some_property = 20
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+ my_script.some_function()
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+
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+``UNSAFE_CAST`` warning
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+~~~~~~~~~~~~~~~~~~~~~~~
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+
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+In this example, we would like the label connected to an object entering our
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+collision area to show the area's name. Once the object enters the collision
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+area, the physics system sends a signal with a ``Node2D`` object, and the most
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+straightforward (but not statically typed) solution to do what we want could
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+be achieved like this::
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+
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+ func _on_body_entered(body: Node2D) -> void:
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+ body.label.text = name # Produces UNSAFE_PROPERTY_ACCESS warning.
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+
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+This piece of code produces an ``UNSAFE_PROPERTY_ACCESS`` warning because
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+``label`` is not defined in ``Node2D``. To solve this, we could first check if the
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+``label`` property exist and cast it to type ``Label`` before settings its text
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+property like so::
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+
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+ func _on_body_entered(body: Node2D) -> void:
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+ if "label" in body:
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+ (body.label as Label).text = name # Produces UNSAFE_CAST warning.
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+
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+However, this produces an ``UNSAFE_CAST`` warning because ``body.label`` is of a
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+``Variant`` type. To safely get the property in the type you want, you can use the
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+``Object.get()`` method which returns the object as a ``Variant`` value or returns
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+``null`` if the property doesn't exist. You can then determine whether the
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+property contains an object of the right type using the ``is`` keyword, and
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+finally declare a statically typed variable with the object::
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+
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+ func _on_body_entered(body: Node2D) -> void:
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+ var label_variant: Variant = body.get("label")
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+ if label_variant is Label:
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+ var label: Label = label_variant
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+ label.text = name
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+
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Cases where you can't specify types
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-----------------------------------
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