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Godot version: 3.3.rc.custom_build. ed1f5c2
OS Ubuntu 20.04 - Ubuntu 3.36 X11
Issue description: When I add in one frame nodes(KinematicBody, StaticBody etc.) with collision shapes, then in next frame Godot crashes
Few address sanitizer logs:
==193157==ERROR: AddressSanitizer: stack-buffer-overflow on address 0x7fffbb8541d0 at pc 0x000004449e10 bp 0x7fffbb853e60 sp 0x7fffbb853e50 READ of size 4 at 0x7fffbb8541d0 thread T0 #0 0x4449e0f in Transform2D::tdoty(Vector2 const&) const core/math/transform_2d.h:52 #1 0x444ace4 in Transform2D::xform(Vector2 const&) const core/math/transform_2d.h:155 #2 0x10c393fd in CollisionSolver2DSW::solve_static_line(Shape2DSW const*, Transform2D const&, Shape2DSW const*, Transform2D const&, void (*)(Vector2 const&, Vector2 const&, void*), void*, bool) servers/physics_2d/collision_solver_2d_sw.cpp:56 #3 0x10c3dbb5 in CollisionSolver2DSW::solve(Shape2DSW const*, Transform2D const&, Vector2 const&, Shape2DSW const*, Transform2D const&, Vector2 const&, void (*)(Vector2 const&, Vector2 const&, void*), void*, Vector2*, float, float) servers/physics_2d/collision_solver_2d_sw.cpp:222 #4 0x10b714d2 in AreaPair2DSW::setup(float) servers/physics_2d/area_pair_2d_sw.cpp:40 #5 0x102b7d87 in Step2DSW::_setup_island(Constraint2DSW*, float) servers/physics_2d/step_2d_sw.cpp:66 #6 0x102bae37 in Step2DSW::step(Space2DSW*, float, int) servers/physics_2d/step_2d_sw.cpp:225 #7 0x100ef20b in Physics2DServerSW::step(float) servers/physics_2d/physics_2d_server_sw.cpp:1336 #8 0x10119cfb in Physics2DServerWrapMT::step(float) servers/physics_2d/physics_2d_server_wrap_mt.cpp:81 #9 0x18dbcd3 in Main::iteration() main/main.cpp:2110 #10 0x17c0bd2 in OS_X11::run() platform/x11/os_x11.cpp:3641 #11 0x172cefb in main platform/x11/godot_x11.cpp:56 #12 0x7fd6ed6bf0b2 in __libc_start_main (/lib/x86_64-linux-gnu/libc.so.6+0x270b2) #13 0x172cb1d in _start (/usr/bin/godots+0x172cb1d) Address 0x7fffbb8541d0 is located in stack of thread T0 at offset 496 in frame #0 0x10c382dd in CollisionSolver2DSW::solve_static_line(Shape2DSW const*, Transform2D const&, Shape2DSW const*, Transform2D const&, void (*)(Vector2 const&, Vector2 const&, void*), void*, bool) servers/physics_2d/collision_solver_2d_sw.cpp:37 This frame has 17 object(s): [48, 52) '<unknown>' [64, 68) 'support_count' (line 48) [80, 84) '<unknown>' [96, 104) 'n' (line 43) [128, 136) '<unknown>' [160, 168) '<unknown>' [192, 200) 'p' (line 44) [224, 232) '<unknown>' [256, 264) '<unknown>' [288, 296) '<unknown>' [320, 328) '<unknown>' [352, 360) '<unknown>' [384, 392) '<unknown>' [416, 424) 'support_A' (line 62) [448, 456) '<unknown>' [480, 496) 'supports' (line 47) <== Memory access at offset 496 overflows this variable [512, 536) '<unknown>' HINT: this may be a false positive if your program uses some custom stack unwind mechanism, swapcontext or vfork (longjmp and C++ exceptions *are* supported) SUMMARY: AddressSanitizer: stack-buffer-overflow core/math/transform_2d.h:52 in Transform2D::tdoty(Vector2 const&) const
servers/physics_2d/shape_2d_sw.cpp:631:28: runtime error: member access within null pointer of type 'struct Point' servers/physics_2d/shape_2d_sw.cpp:631:34: runtime error: member call on null pointer of type 'struct Vector2' core/math/vector2.h:190:29: runtime error: member access within null pointer of type 'const struct Vector2' handle_crash: Program crashed with signal 11 Dumping the backtrace. Please include this when reporting the bug on https://github.com/godotengine/godot/issues [1] godots() [0x1736270] (/mnt/Miecz/godot3.2/platform/x11/crash_handler_x11.cpp:54) [2] /lib/x86_64-linux-gnu/libc.so.6(+0x46210) [0x7ff476d01210] (??:0) [3] Vector2::operator*(Vector2 const&) const (/mnt/Miecz/godot3.2/./core/math/vector2.h:190) [4] ConvexPolygonShape2DSW::get_moment_of_inertia(float, Vector2 const&) const (/mnt/Miecz/godot3.2/servers/physics_2d/shape_2d_sw.cpp:631) [5] Body2DSW::update_inertias() (/mnt/Miecz/godot3.2/servers/physics_2d/body_2d_sw.cpp:78) [6] Space2DSW::setup() (/mnt/Miecz/godot3.2/servers/physics_2d/space_2d_sw.cpp:1313) [7] Step2DSW::step(Space2DSW*, float, int) (/mnt/Miecz/godot3.2/servers/physics_2d/step_2d_sw.cpp:140) [8] Physics2DServerSW::step(float) (/mnt/Miecz/godot3.2/servers/physics_2d/physics_2d_server_sw.cpp:1337 (discriminator 2)) [9] Physics2DServerWrapMT::step(float) (/mnt/Miecz/godot3.2/servers/physics_2d/physics_2d_server_wrap_mt.cpp:83) [10] Main::iteration() (/mnt/Miecz/godot3.2/main/main.cpp:2112) [11] OS_X11::run() (/mnt/Miecz/godot3.2/platform/x11/os_x11.cpp:3641) [12] godots(main+0x326) [0x172cefc] (/mnt/Miecz/godot3.2/platform/x11/godot_x11.cpp:57) [13] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0x7ff476ce20b3] (??:0) [14] godots(_start+0x2e) [0x172cb1e] (??:?)
Steps to reproduce:
Minimal reproduction project: T1.zip
The text was updated successfully, but these errors were encountered:
Fixed in by linked commits
Sorry, something went wrong.
There are still some remaining issues, but I assume they're all included in #47440 too.
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Godot version:
3.3.rc.custom_build. ed1f5c2
OS
Ubuntu 20.04 - Ubuntu 3.36 X11
Issue description:
When I add in one frame nodes(KinematicBody, StaticBody etc.) with collision shapes, then in next frame Godot crashes
Few address sanitizer logs:
Steps to reproduce:
Minimal reproduction project:
T1.zip
The text was updated successfully, but these errors were encountered: