Just getting to the end of a project and I have a question about circular dependency.
We have a complex game with lots of interacting devices. I have just realised quite a lot of it has been structured with what should be circular dependency but the compiler has been fine with it.
This is where a device class has an editable array of devices which in turn reference the original device class. The compiler wouldn’t allow these two device classes to reference each other but for some reason it allows it with editable arrays of devices.
The reason i have noticed it now is that in a recent update something must have been added to check for this and its causing a lot of lag when selecting these devices.
My question is if this is a loop hole that is going to be closed in the future? I hope we can get some official information on this so we know if we have to do quite a major restructure or not.