godotengine / godotengine/godot

Invoking .callv() when doing so would cause an error instead fails silently

Open
#99,009 1 comment 1 reaction 0 assignees View on GitHub
bug confirmed topic:core
Dominant language
C++
Stars
117k
Forks
26.8k
PR merge metrics
PR metrics pending

Description

### Tested versions

- Reproducible in 4.3.stable

### System information

Godot v4.3.stable - Windows 10.0.19045 - GLES3 (Compatibility)

### Issue description

Invoking .callv() in a situation that would normally produce an (invoke-related) error instead fails silently.

Qualifying errors include but are maybe not limited to:
- `Invalid type in function`
- `Invalid call to function`

### Steps to reproduce

1. Execute the following code:
```gdscript
func _ready() -> void:
print_int.callv(["5"]) # Fails silently. No error.
self.callv("print_int", ["5"]) # Fails silently. No error.
print_int.call("5") # Errors correctly: Invalid type in function '...'. Cannot convert argument 1 from String to int.

func print_int(number : int) -> void:
print(number)
```
2. Observe that `.callv()` does not correctly result in an error

### Minimal reproduction project (MRP)

N/A

Contributor guide

Open the contributing guide

Research direction

Start at the .callv() entry points described in the reproduction and compare their error handling with the .call() path. Run the provided _ready() snippet to confirm the silent failures, then verify that invalid argument types and invalid function calls surface invoke-related errors without changing successful calls.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp, godot
Domain
game-dev
Issue type
Bug
Difficulty
3/5
Estimated time
1-2 days
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
45/100

Get new issues in your inbox

A short digest of beginner-friendly GitHub issues.