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C# Script Registration that use Generics can error out in the ScriptManagerBridge #79519
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If it ends up being that using generic scripts is simply not supported, I would suggest that this is added to the documentation and a warning error is produced upon contact with such a script. |
This is a good write up. I created a similar repro here (though I didn't make the connection between matching types) in a related issue but this should be its own thing or even supersede the previous issue if there's no other causes.
I really hope this isn't the case, I would despair. Edit: I think the issue lies in why the classnames aren't being used in the dictionary instead of the base class. Some kind of compiler reload weirdness I would expect. |
Have the same problem, I am going to try to recompile the Bridge and implement something to ignore repeated Type. Like this code: godot/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ScriptManagerBridge.types.cs Lines 68 to 70 in bd6af8e
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Hello, I rebuilt the The message In the end, the reload looks like is working fine. Here is my custom build using the 4.1.1-stable: https://github.com/ricaun/godot/releases/tag/4.1.1-stable-fix-generic-class |
I have tested with the repro provided and I can't seem to get the issue to trigger. I used a Windows 10 machine. I'm on Linux though so I'm unable to test it thoroughly for any edge cases. |
Probably you could copy and replace the folder |
I cannot say if this comes with any side-effect, but I prefer Godot remaining in a stable state with it complaining of missing class qualified name than it breaking down and requiring a restart every 2 build. So, for the moment, you are my hero. I've been having the same issue for the past few days and stumbled onto this thread from my investigations. Your build seem to do the trick for now. Hopefully a more stable solution will be found. |
Sorry it took me so long to get back to you. I actually had to replace the Windows exe with the linux executable. I was surprised it booted and that your changes were reflected. Booted this up on my project that has a ton of generic classes that triggers this error a lot. I only got The issues I listed here don't occur anymore. As far as I could tell there wasn't any regressions. Do you think you could create a PR for this change? That way more people can test and maybe we can get some eyes on that last error that occurs. The error seems to come from godot/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ScriptManagerBridge.cs Line 558 in a2f90d5
Edit: This is what's triggering it I believe. If you look at the line I sent you, can see just after that, if it matches, it removes the matching <key, value> from the dictionary. So when the next generic class comes along with the same <key, value> it triggers the error because it doesn't return anything. |
Yep I was thinking in create a PR but I didn't look the guidelines to do so. And I didn't figure out why this error happens. I tried remove every thing or remove each Type e didn't works. The strange part is the error message only happens one time, after you rebuild the solution. |
I think it's caused by a mismatch in "_scriptTypeMap" & "_typeScriptMap" within the "ScriptTypeBiMap" class. As for why it only triggers once I'm not sure. What possible effect it causes I am also not sure. It could also be being caused by this line https://github.com/godotengine/godot/blob/a2f90d565ad29edcb3bdab77bc7df51cdde8514a/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ScriptManagerBridge.cs#L552C1-L553C1. I'm not sure of the contents of this method so it might make more sense as the error message is slightly different. Edit: The only alternative I can think of to tryadd is to make Type unique somehow or provide a way to get a unique value for Type that can be converted back and forth. |
What if we tryadd "_typeScriptMap" first and if it fails we don't add to "_scriptTypeMap"? I wonder if that would cause any issues. Would be nice to have someone experienced with the C# glue to help. I'm also confused about how two different Types can be equal to one another. Edit: https://bradwilson.typepad.com/blog/2009/02/when-is-a-type-not-a-type.html Edit 2: I tested to check if two generic types with the same arguments are always different and regardless of equals or == they both resolve to false so I guess it's not that. |
I guess there is some problem in here: At least the last time I looked in that place. Tried to add each type but didn't know. |
It does look like the This method seems to build the |
Hello, I tested this weekend some approaches and in the end didn't find a way to remove the warning ( I still didn't find out where all the class type is generated and request by Godot... |
It's probably just worth creating a PR then and getting more eyes on it then I'm unsure myself. |
This PR is related to fix godotengine#79519. ## Summary When the same key is added in `ScriptManagerBridge`, throws an Exception and breaks Unload. Here is a minimal project example with the issue: https://github.com/taylorhadden/godot-csharp-generic-assembly-reload-error This PR only adds the key if not exist, fixing the problem but sometimes the `Missing class qualified name for reloading script` happens. https://github.com/godotengine/godot/blob/b1371806ad3907c009458ea939bd4b810f9deb21/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ScriptManagerBridge.cs#L558 I didn't figure out how to prevent that message Error.
It turns out the issue is related to
AppDomain.CurrentDomain.GetAssemblies()
.FirstOrDefault(a => a.GetName().Name == assemblyName)?
.GetType(typeFullName) This new approach appears to return the same instance, so it should fix related issues. Type.GetType($"{assemblyName}.{typeFullName}") Fix validated using This Repo, and our in-house project (which is extra complex and deeply suffers from this issue). |
And found issue with the Singleton base class: godotengine/godot#79519
#87550 should fix this issue. After deeper debugging, we believe this issue is caused by an incorrect script reloading order, that is and I quote from the PR: After successfully performing an Assembly Unloading, it is crucial for the Native side to reload the list of unloaded scripts in a specific order.
CSharpScriptDepSort contains the algorithm for sorting these reload-pending scripts, this method relies on CSharpScript::get_base_script() for obtaining the base script of a CSharp script. The PR adds a new However, |
Is there a solution for this problem I am currently running into this issue in v4.2.1.stable.mono.official.b09f793f5 |
This issue should be fixed in 4.3, you can try 4.3 dev4 out and see if it is fixed on your use case. |
I had this problem. I tried 4.3 dev5 and it seems gone (I had a error message at first but it disappeared and I didn't save it and wasn't able to make it appears again, sorry). But on 4.2.1 stable, I had a pretty big and anoying issue, that I guess, was caused by this:
It seems to be ok with 4.3 dev5 but I thought it could be an interesting information for you :) |
I just pulled down 4.3 dev5 in an attempt to fix this issue and got this error on the first load (haven't had errors since). Is this the same one you saw?
|
I can't tell it for sure, but I'd say probably, conditions seams similar enough :) |
Godot version
4.1.stable.mono
System information
Godot v4.1.stable.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.3640) - AMD Ryzen 7 5800X 8-Core Processor (16 Threads)
Issue description
This issue occurs when two scripts are derived from a generic script that uses the same type.
Say you have a script,
GenericScript<T>
:And we have two scripts that derive from that class with the same type parameter:
Building the mono project while a scene is loaded will present an error. See the reproduction steps below.
Steps to reproduce
Step 1
Create a scene that has two nodes. One node has
TestScript
attached, the other node hasOtherTestScript
attached (see above for definition).Step 2
Rebuild Mono from the MSBuild tab in the bottom right.
You will see the following error in the console:
Step 3A
If you Rebuild Mono again, you will see the following error and Godot will no longer be in a good state.
Step 3B
If you instead close the scene so that no scenes are loaded and Rebuild Mono, the rebuild will appear successful and no errors will be reported.
Minimal reproduction project
A repro project can be found in this repository. At the time of writing this ticket, the latest version was
5f6983c
.The repro contains the scripts defined above, a test scene, and a
README.md
file with steps essentially the same as the reproduction steps above.The text was updated successfully, but these errors were encountered: