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@CalinouGLOBAL_GET is likely not safe to use in such core code which outlives ProjectSettings.
You should likely get the result in the constructor and cache it, not query in logv.
You should likely get the result in the constructor and cache it, not query in logv.
For the reference, GLOBAL_GET in the constructor segfaults, that's likely too early. We can't make assumptions on the available of ProjectSettings in the logging code which starts before most things and ends before most things.
It might also be possible to trigger a crash by printing stuff before the ProjectSettings are created.
If this should be made configurable, the option probably needs to be enabled in the ProjectSettings code.
I'll revert the 3.2 cherry-pick for now while we work on a solution for master.
akien-mga
changed the title
Godot crash when printing info about leaked nodes
Godot crash when printing info about leaked nodes due to optional forced flush
Jan 5, 2021
Godot version:
3.2.4.beta.custom_build. adfc646 - but code is similar in version 4
Regression from #44393 - CC @Calinou
OS/device including version:
Ubuntu 20.04
Issue description:
When info about leaked nodes is printed, then Godot crash
Relevant code - https://github.com/godotengine/godot/blame/adfc646f8cb497d520ea2238482ab674fe90d43a/core/io/logger.cpp#L234-L238
Steps to reproduce:
godot -e -q -v
Minimal reproduction project:
https://github.com/jegor377/godot-gdgifexporter/archive/8e754c09dc10ec1f25ec2510c688bc1b35ee6b64.zip
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