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Godot 3.3 editor locks dll for writing (GDNative) #48086
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@sisterhooddev Can you reproduce this in 3.2.3? |
I tested all 3.2.4/3.3 versions. Crashing at exit, that I can fix or not, started from 3.2.4 beta1. EDIT: But this crash seems to be random now. Godot editor locking dll started from 3.2.4 rc1 |
Issue is gone in 3.3.1 rc1 |
Closing per @sisterhooddev's comment. |
I am sorry, but it looks like its not gone. Something really weird is going on in windows. I tried import my project in 3.3.1 and it was crashing firstly after opening project scene. When I opened project in 3.3 rc6 crash after start was gone but it started crashing on exit just like in isssue #48295, but Godot wasnt locking dll for writing. EDIT: is Godot creating any temp files for project somewhere, cos it makes no sense why it is crashing and crash is gone somehow? EDIT2: So Godot is creating project files in User\AppData\Roaming\Godot\projects |
Can confirm, on 3.3.1 creating an empty GDNative project with a single class that calls |
After manually stepping over code in a debugger I found out that the culprit is |
Is this still reproducible in 3.5 beta 5 or later? |
I don't know about 3.5 but I can definitely reproduce it with GDExtension on he current 4.0 master branch... Not sure if it's the same bug, because one is GDNative and the other is GDExtension. I'll gladly open a separate issue if that's the case. |
I'm seeing this on 4.0 alpha 14 (and master) as well. The dll is locked for writing by the editor, forcing you to terminate it in order to rebuild. I'm not certain whether this is intentional, but it does make the development cycle awkward. It would be significantly improved if the dll wasn't locked, and the editor could reload the extension, either manually or when the shared library changed. |
Godot version:
3.3
OS/device including version:
Windows 8.1
Issue description:
Godot Editor locks dll forcing user to restart editor to overwrite dll.
I think something was changed how Godot is terminating process of running scenes, cos it started to throw some memory errors at get_tree() exit() that I fixed in destructor, but this wasnt happening in older versions.
Steps to reproduce:
Run scene with GDNative script in Godot Editor. Close it. Now gdnative dll is locked by Godot editor and you cant change it unless you restart Godot.
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