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"No valid library handle, can't terminate GDNative object" - Output Error #27255

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Lucrecious opened this issue Mar 20, 2019 · 14 comments
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@Lucrecious
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Godot version:
3.1

OS/device including version:
Latest OSX

Issue description:
I moved from 3.1 beta 10 to 3.1 and I started seeing this in my output as an error everytime Godot refreshes (unfocus Godot and then focus it again).

 modules/gdnative/gdnative.cpp:393 - No valid library handle, can't terminate GDNative object

I get these errors whenever I run the debug project:

** Debug Process Started **
 modules/gdnative/gdnative.cpp:488 - No valid library handle, can't get symbol from GDNative object
 modules/gdnative/gdnative.cpp:393 - No valid library handle, can't terminate GDNative object

I've tried removing all my GDNative objects, and I still get those errors in output.

The game runs completely fine, no issues it seems, no crashes. It might be some type of overzealous error output?

Unfortunately, I haven't been able to find a minimal project to reproduce this.

Any ideas?

@Chaosus
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Chaosus commented Mar 28, 2019

@hpvb @karroffel Detected it too. Any ideas why its happens ?

@karroffel
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This should be fixed by #27320

@Chaosus
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Chaosus commented Mar 28, 2019

Ah, true its fixed in master.. was checked it in stable

@Chaosus Chaosus closed this as completed Mar 28, 2019
@SnailBones
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I'm getting this issue in 3.1.1.

@Trayani
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Trayani commented Jul 20, 2019

Same here. It appears to happen when there are more than one C++ Classes being registered.

@Chaosus Chaosus reopened this Jul 20, 2019
@Trayani
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Trayani commented Jul 20, 2019

Same here. It appears to happen when there are more than one C++ Classes being registered.

Oh well, it turns out my problem was a different one. I got the same errors, but native scripts did not work at all.
It was caused by static members which apparently do not sit well with a dynamic library. My bad.

@GammaGames
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I get it on linux whenever I do a shortcut that involves the super key

@atari83
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atari83 commented Feb 11, 2020

I've got same issue with Godot3.2 on FreeBSD12.1 , I tried everything but cannot solve the issue. Can anybody help.

#36114

@atari83
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atari83 commented Feb 11, 2020

I've got same issue with Godot3.2 on FreeBSD12.1 , I tried everything but cannot solve the issue. Can anybody help.

#36114

It was a stupid mistake :)
Working fine now!

@khinbaptista
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@atari83 just out of curiosity (I may or may not be having the same issue), what was the stupid mistake?

@atari83
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atari83 commented Feb 12, 2020

@atari83 just out of curiosity (I may or may not be having the same issue), what was the stupid mistake?

Well, I had a wrong class definition ^^!
It was anything to do with godot-cpp or my build-tools (clang, llvm) ... my mistake was to focus on these two scope instead of studying my own code. [but you see nobody ... automatic message purge]

@khinbaptista
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Thank you for replying. The problem for me is that I declared a destructor in the header (which I didn't need) and forgot to define it in the source.

@aganm
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aganm commented Apr 18, 2020

I have this issue in 3.2.1.

@haennes
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haennes commented Oct 18, 2020

Hi, guys had this issue in 3.2.3 and wanted to share my solution.:
I declared variables at the beginning of my cpp file My IDE (VS Code) doesn't show an error, and it compiles fine. But Godot (as I assume) doesn't support declaring variables at this position, the solution is to declare them in a header file. This way it compiles fine, and it works.
(PS: Sorry for my bad English as it isn't my native language )

@dsnopek dsnopek added this to the 3.x milestone Jun 13, 2024
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