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Object::disconnect: Better errors when no signal or locked

It will now give information about the originating object instance
and when locked, the target callback.

This should help debugging editor and game issues that are now being
reported due to adding signal locking in
22637beb2ed625c3e43ab75ab5865b57d7470948.
Rémi Verschelde 5 years ago
parent
commit
e772a1241a
1 changed files with 4 additions and 2 deletions
  1. 4 2
      core/object.cpp

+ 4 - 2
core/object.cpp

@@ -1517,9 +1517,11 @@ void Object::_disconnect(const StringName &p_signal, Object *p_to_object, const
 
 	ERR_FAIL_NULL(p_to_object);
 	Signal *s = signal_map.getptr(p_signal);
-	ERR_FAIL_COND_MSG(!s, "Nonexistent signal: " + p_signal + ".");
+	ERR_FAIL_COND_MSG(!s, vformat("Nonexistent signal '%s' in %s.", p_signal, to_string()));
 
-	ERR_FAIL_COND_MSG(s->lock > 0, "Attempt to disconnect signal '" + p_signal + "' while in emission callback. Use CONNECT_DEFERRED (to be able to safely disconnect) or CONNECT_ONESHOT (for automatic disconnection) as connection flags.");
+	ERR_FAIL_COND_MSG(s->lock > 0,
+			vformat("Attempt to disconnect %s signal '%s' while in emission callback '%s' (in target %s). Use CONNECT_DEFERRED (to be able to safely disconnect) or CONNECT_ONESHOT (for automatic disconnection) as connection flags.",
+					to_string(), p_signal, p_to_method, p_to_object->to_string()));
 
 	Signal::Target target(p_to_object->get_instance_id(), p_to_method);