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Godot Editor crash when referencing node in Autoloaded scene script. #68901

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jeffgamedev opened this issue Nov 19, 2022 · 8 comments
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@jeffgamedev
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jeffgamedev commented Nov 19, 2022

Godot version

v4.0.beta5.official [89a33d2]

System information

Windows 10

Issue description

When referencing an onready node within the GDScript editor on a script attached to an autoloaded scene, the editor crashes.

Steps to reproduce

  • Create an autoloaded Control scene.
  • Add a child Control node.
  • Create and attach a script to the autoloaded Control node that extends Control.
  • Create an onready var that references the child node.
  • Access the onready var child node via the GDScript editor in a method.
  • Observe the editor crashes.

Minimal reproduction project

reference-test-crash.zip

In my reproduction project, simply open the "testui.gd", and in the _ready method, attempt to access the "test" control onready var. The editor crashes.

I noticed this right away in a larger project of mine after updating from beta 4 to beta 5, then created the minimal project.

Stacktrace

CrashHandlerException: Program crashed
Engine version: Godot Engine v4.0.beta.custom_build (98da707df5a40d37e85070cec6babfee4fae5765)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[0] oidnUnmapBuffer
[1] oidnUnmapBuffer
[2] embree::TaskScheduler::wait
[3] embree::TaskScheduler::wait
[4] embree::TaskScheduler::wait
[5] embree::TaskScheduler::wait
[6] embree::TaskScheduler::wait
[7] embree::TaskScheduler::wait
[8] embree::TaskScheduler::wait
[9] oidnUnmapBuffer
[10] embree::TaskScheduler::wait
[11] embree::TaskScheduler::wait
[12] embree::TaskScheduler::wait
[13] embree::TaskScheduler::wait
[14] <couldn't map PC to fn name>
[15] <couldn't map PC to fn name>
[16] <couldn't map PC to fn name>
[17] <couldn't map PC to fn name>
[18] <couldn't map PC to fn name>
[19] embree::TaskScheduler::wait
[20] BaseThreadInitThunk
-- END OF BACKTRACE --
================================================================
@adamscott
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Seems to be fixed on master, #67714 seems to have fixed this issue as I cannot reproduce.

@jeffgamedev
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Seems to be fixed on master, #67714 seems to have fixed this issue as I cannot reproduce.

I had high hopes for this being resolved from recent pull requests, but I just built from the top of master and the issue still occurs.

@jeffgamedev
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I was just able to recreate this issue on an entirely different Windows PC of mine on Windows 11 using the beta 5 editor.

@jeffgamedev
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I've just built the editor from the top of master and had the crash occur. I recreated the issue in the console editor application. Here is the stacktrace:

Godot Engine v4.0.beta.custom_build.98da707df - https://godotengine.org
Vulkan API 1.2.0 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce RTX 2060

WARNING: FBX file import is enabled in the project settings, but no FBX2glTF path is configured in the editor settings. FBX files will not be imported.
     at: _editor_init (modules\gltf\register_types.cpp:99)

================================================================
CrashHandlerException: Program crashed
Engine version: Godot Engine v4.0.beta.custom_build (98da707df5a40d37e85070cec6babfee4fae5765)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[0] oidnUnmapBuffer
[1] oidnUnmapBuffer
[2] embree::TaskScheduler::wait
[3] embree::TaskScheduler::wait
[4] embree::TaskScheduler::wait
[5] embree::TaskScheduler::wait
[6] embree::TaskScheduler::wait
[7] embree::TaskScheduler::wait
[8] embree::TaskScheduler::wait
[9] oidnUnmapBuffer
[10] embree::TaskScheduler::wait
[11] embree::TaskScheduler::wait
[12] embree::TaskScheduler::wait
[13] embree::TaskScheduler::wait
[14] <couldn't map PC to fn name>
[15] <couldn't map PC to fn name>
[16] <couldn't map PC to fn name>
[17] <couldn't map PC to fn name>
[18] <couldn't map PC to fn name>
[19] embree::TaskScheduler::wait
[20] BaseThreadInitThunk
-- END OF BACKTRACE --
================================================================

@adamscott
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adamscott commented Nov 20, 2022

In my reproduction project, simply open the "testui.gd", and in the _ready method, attempt to access the "test" control onready var. The editor crashes.

Trying to follow the instructions but it does not result into a crash on Linux x64. Is there something else to do?

Peek.20-11-2022.17-58.webm

@jeffgamedev
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Nope, that is where it crashes for me frequently: just after typing "test." Thanks for trying.

@TokisanGames
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Very likely the same as #68910, caused by #68663.

See #68910 (comment)

@akien-mga
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Presumably fixed by #68952.

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