Fix container and string leaks
Some functions return a new instance of such containers, but instead we made a copy of them, without taking ownership of the original created by the function. Now we use a specific constructor taking ownership on the godot_* struct.
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@@ -205,9 +205,8 @@ Variant::operator double() const {
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return godot::api->godot_variant_as_real(&_godot_variant);
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}
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Variant::operator String() const {
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String ret;
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*(godot_string *)&ret = godot::api->godot_variant_as_string(&_godot_variant);
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return ret;
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godot_string s = godot::api->godot_variant_as_string(&_godot_variant);
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return String(s);
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}
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Variant::operator Vector2() const {
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godot_vector2 s = godot::api->godot_variant_as_vector2(&_godot_variant);
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@@ -251,9 +250,8 @@ Variant::operator Color() const {
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return *(Color *)&s;
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}
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Variant::operator NodePath() const {
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NodePath ret;
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*(godot_node_path *)&ret = godot::api->godot_variant_as_node_path(&_godot_variant);
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return ret;
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godot_node_path ret = godot::api->godot_variant_as_node_path(&_godot_variant);
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return NodePath(ret);
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}
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Variant::operator RID() const {
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godot_rid s = godot::api->godot_variant_as_rid(&_godot_variant);
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@@ -271,52 +269,45 @@ Variant::operator Array() const {
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}
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Variant::operator PoolByteArray() const {
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PoolByteArray ret;
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*(godot_pool_byte_array *)&ret = godot::api->godot_variant_as_pool_byte_array(&_godot_variant);
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return ret;
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godot_pool_byte_array ret = godot::api->godot_variant_as_pool_byte_array(&_godot_variant);
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return PoolByteArray(ret);
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}
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Variant::operator PoolIntArray() const {
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PoolIntArray ret;
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*(godot_pool_int_array *)&ret = godot::api->godot_variant_as_pool_int_array(&_godot_variant);
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return ret;
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godot_pool_int_array ret = godot::api->godot_variant_as_pool_int_array(&_godot_variant);
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return PoolIntArray(ret);
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}
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Variant::operator PoolRealArray() const {
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PoolRealArray ret;
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*(godot_pool_real_array *)&ret = godot::api->godot_variant_as_pool_real_array(&_godot_variant);
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return ret;
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godot_pool_real_array ret = godot::api->godot_variant_as_pool_real_array(&_godot_variant);
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return PoolRealArray(ret);
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}
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Variant::operator PoolStringArray() const {
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PoolStringArray ret;
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*(godot_pool_string_array *)&ret = godot::api->godot_variant_as_pool_string_array(&_godot_variant);
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return ret;
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godot_pool_string_array ret = godot::api->godot_variant_as_pool_string_array(&_godot_variant);
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return PoolStringArray(ret);
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}
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Variant::operator PoolVector2Array() const {
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PoolVector2Array ret;
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*(godot_pool_vector2_array *)&ret = godot::api->godot_variant_as_pool_vector2_array(&_godot_variant);
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return ret;
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godot_pool_vector2_array ret = godot::api->godot_variant_as_pool_vector2_array(&_godot_variant);
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return PoolVector2Array(ret);
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}
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Variant::operator PoolVector3Array() const {
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PoolVector3Array ret;
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*(godot_pool_vector3_array *)&ret = godot::api->godot_variant_as_pool_vector3_array(&_godot_variant);
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return ret;
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godot_pool_vector3_array ret = godot::api->godot_variant_as_pool_vector3_array(&_godot_variant);
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return PoolVector3Array(ret);
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}
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Variant::operator PoolColorArray() const {
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PoolColorArray ret;
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*(godot_pool_color_array *)&ret = godot::api->godot_variant_as_pool_color_array(&_godot_variant);
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return ret;
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godot_pool_color_array ret = godot::api->godot_variant_as_pool_color_array(&_godot_variant);
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return PoolColorArray(ret);
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}
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Variant::operator godot_object *() const {
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return godot::api->godot_variant_as_object(&_godot_variant);
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}
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Variant::Type Variant::get_type() const {
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return (Type)godot::api->godot_variant_get_type(&_godot_variant);
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return static_cast<Type>(godot::api->godot_variant_get_type(&_godot_variant));
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}
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Variant Variant::call(const String &method, const Variant **args, const int arg_count) {
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Variant v;
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*(godot_variant *)&v = godot::api->godot_variant_call(&_godot_variant, (godot_string *)&method, (const godot_variant **)args, arg_count, nullptr);
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return v;
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godot_variant v = godot::api->godot_variant_call(
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&_godot_variant, (godot_string *)&method, (const godot_variant **)args, arg_count, nullptr);
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return Variant(v);
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}
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bool Variant::has_method(const String &method) {
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