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Closing a non empty scene crashes #86844
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I can confirm on popos Linux. |
handle_crash: Program crashed with signal 11 I've seen this also on my custom dev-enabled tip build on Debian bookworm 🔥. handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.3.custom_build...
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /lib/x86_64-linux-gnu/libc.so.6(+0x3bfd0) [0x7effde766fd0] (??:0)
[2] godot.linuxbsd.editor.dev.x86_64.llvm(__dynamic_cast+0x10) [0x55b4f5f645b0] (??:?)
[3] void call_with_variant_args_helper<GroupsEditor, Node*, 0ul>
(GroupsEditor*, void (GroupsEditor::*)(Node*), Variant const**,
Callable::CallError&, IndexSequence<0ul>) (core/variant/binder_common.h:230)
[4] CallQueue::_call_function(Callable const&, Variant const*, int, bool)
(core/object/message_queue.cpp:222)
[5] CallQueue::flush() (core/object/message_queue.cpp:?)
[6] SceneTree::process(double) (scene/main/scene_tree.cpp:506)
[7] Main::iteration() (main/main.cpp:3788)
[8] OS_LinuxBSD::run() (platform/linuxbsd/os_linuxbsd.cpp:933)
[9] godot.linuxbsd.editor.dev.x86_64.llvm(main+0xdc) [0x55b4f2318c4c]
(platform/linuxbsd/godot_linuxbsd.cpp:76)
[10] /lib/x86_64-linux-gnu/libc.so.6(+0x271ca) [0x7effde7521ca] (??:0)
[11] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0x85) [0x7effde752285] (??:0)
[12] godot.linuxbsd.editor.dev.x86_64.llvm(_start+0x2a) [0x55b4f2318aaa] (??:?)
-- END OF BACKTRACE --
bt
* thread #1, name = 'godot.linuxbsd.', stop reason = signal SIGSEGV: invalid address (fault address: 0x0)
* frame #0: 0x000055555c7ed5d2 godot.linuxbsd.editor.dev.x86_64.llvm`__dynamic_cast + 50
frame #1: 0x0000555559e63667 godot.linuxbsd.editor.dev.x86_64.llvm`void call_with_variant_args_helper<GroupsEditor, Node*, 0ul>(GroupsEditor*, void (GroupsEditor::*)(Node*), Variant const**, Callable::CallError&, IndexSequence<0ul>) [inlined] Node* Object::cast_to<Node>(p_object=<unavailable>) at object.h:792:10
frame #2: 0x0000555559e6364a godot.linuxbsd.editor.dev.x86_64.llvm`void call_with_variant_args_helper<GroupsEditor, Node*, 0ul>(GroupsEditor*, void (GroupsEditor::*)(Node*), Variant const**, Callable::CallError&, IndexSequence<0ul>) at binder_common.h:230:11
frame #3: 0x0000555559e63637 godot.linuxbsd.editor.dev.x86_64.llvm`void call_with_variant_args_helper<GroupsEditor, Node*, 0ul>(GroupsEditor*, void (GroupsEditor::*)(Node*), Variant const**, Callable::CallError&, IndexSequence<0ul>) [inlined] VariantCasterAndValidate<Node*>::cast(p_args=0x00007fffffffd770, p_arg_idx=0, r_error=0x00007fffffffd7c4) at binder_common.h:256:6
frame #4: 0x0000555559e63621 godot.linuxbsd.editor.dev.x86_64.llvm`void call_with_variant_args_helper<GroupsEditor, Node*, 0ul>(p_instance=<unavailable>, p_method=<unavailable>, p_args=0x00007fffffffd770, r_error=0x00007fffffffd7c4, (null)=<unavailable>) at binder_common.h:303:26
frame #5: 0x000055555c530e67 godot.linuxbsd.editor.dev.x86_64.llvm`CallQueue::_call_function(this=<unavailable>, p_callable=0x000055555f9dde10, p_args=0x000055555f9dde28, p_argcount=1, p_show_error=false) at message_queue.cpp:221:13
frame #6: 0x000055555c53143e godot.linuxbsd.editor.dev.x86_64.llvm`CallQueue::flush(this=0x000055555cfbb2f0) at message_queue.cpp:326:6
frame #7: 0x000055555a7cf997 godot.linuxbsd.editor.dev.x86_64.llvm`SceneTree::physics_process(this=0x000055555fb1b550, p_time=<unavailable>) at scene_tree.cpp:471:33
frame #8: 0x0000555558c3d47b godot.linuxbsd.editor.dev.x86_64.llvm`Main::iteration() at main.cpp:3750:45
frame #9: 0x0000555558bab17d godot.linuxbsd.editor.dev.x86_64.llvm`OS_LinuxBSD::run(this=0x00007fffffffda08) at os_linuxbsd.cpp:933:7
frame #10: 0x0000555558ba1c4c godot.linuxbsd.editor.dev.x86_64.llvm`main(argc=<unavailable>, argv=<unavailable>) at godot_linuxbsd.cpp:74:6
frame #11: 0x00007ffff7d0c1ca libc.so.6`___lldb_unnamed_symbol3156 + 122
frame #12: 0x00007ffff7d0c285 libc.so.6`__libc_start_main + 133
frame #13: 0x0000555558ba1aaa godot.linuxbsd.editor.dev.x86_64.llvm`_start + 42 EDIT: After some guesswork in the involved files, reverting 958699a fixes this issue for me. |
Yeah, it looks like it's distribution and Windows system independent (crashes here on x11). The latest https://patch-diff.githubusercontent.com/raw/godotengine/godot/pull/86462.patch also fixes my issue on github tip. It relieves me that my ThorVG fixes didn't contribute to this hellish crash! 😆 🍷 |
Tested versions
-Reproducible in version 4.3 dev 1
System information
Zorin OS 16.3 x86_64 / Intel i7-2640M / NVIDIA Quadro 2000M / 8 GB RAM
Issue description
I was closing a scene (WHICH IS NOT EMPTY) when suddenly Godot closed, I run it in terminal and this what it threw:
Steps to reproduce
1- Open multiple scenes
2- Add content to them
3- Close one of them
Minimal reproduction project (MRP)
Vampire survivors clone.zip
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