fix(playable): close release validation lifecycle gaps
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@@ -77,7 +77,7 @@ func snapshot() -> Dictionary:
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func disconnect_all() -> void:
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for entry in _connections:
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var source: Object = entry.source
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var source: Object = entry.source.get_ref()
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var signal_name: String = entry.signal
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var callback: Callable = entry.callback
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if source != null and is_instance_valid(source) and source.has_signal(signal_name) \
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@@ -86,15 +86,24 @@ func disconnect_all() -> void:
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_connections.clear()
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func bound_count() -> int:
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_prune_connections()
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return _connections.size()
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func _prune_connections() -> void:
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for i in range(_connections.size() - 1, -1, -1):
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if _connections[i].source.get_ref() == null:
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_connections.remove_at(i)
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func _exit_tree() -> void:
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disconnect_all()
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func _bind(source: Object, signal_name: String, callback: Callable) -> void:
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# Registries are RefCounted and own parsed effect caches. Observing a scene
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# must not keep it alive after reconnect; discard dead bindings on rebind.
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_prune_connections()
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if source.has_signal(signal_name) and not source.is_connected(signal_name, callback):
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source.connect(signal_name, callback)
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_connections.append({"source": source, "signal": signal_name, "callback": callback})
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_connections.append({"source": weakref(source), "signal": signal_name, "callback": callback})
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func _emit(kind: String, payload := {}, actor_vid := 0, target_vid := 0) -> void:
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var data: Dictionary = payload.duplicate(true)
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