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Crash on opening project, exit code 0 #81398

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Daniel-Chin opened this issue Sep 7, 2023 · 3 comments
Open

Crash on opening project, exit code 0 #81398

Daniel-Chin opened this issue Sep 7, 2023 · 3 comments

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@Daniel-Chin
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Godot version

v4.1.1.stable.mono.official.bd6af8e0e

System information

Windows 10 - Vulkan API 1.3.250 - Forward+ - Using Vulkan Device #0: Intel - Intel(R) Iris(R) Xe Graphics

Issue description

When opening my simple project, Godot sometimes crashes.

  • Since opening the project, there's no further output on stdout or stderr.
  • Process finishes with exit code 0.
  • Keeping the project unchanged, I repeatedly try to open the project and about 50% of the times it opens without issues.

This phenomenon doesn't depend on how you open the project, e.g.:

  • Opening the ".godot" project file with the Godot executable.
  • Launch the Godot executable and then select the project to open.
  • From a functioning project, quit to the project manager menu, and select the problematic project to open.
  • Whether or not to start Godot from cmd.

Related issue: #54076. Critical difference: all comments there talk about Windows Terminal of Win11 but I'm on Win10 and I don't have Windows Terminal installed.

Related issue: #55380. This issue is also in Win11.

Steps to reproduce

Try opening the project. Give it five tries or so.

Minimal reproduction project

https://github.com/Daniel-Chin/godot-project-opening-issue-example

@Daniel-Chin
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When testing with --verbose, the behavior changes. Here's the verbose output after opening the project:

TextServer: Primary interface set to: "ICU / HarfBuzz / Graphite (Built-in)".
.NET: Initializing module...
Found hostfxr: C:\Program Files\dotnet\host/fxr/7.0.10/hostfxr.dll
.NET: hostfxr initialized
.NET: GodotPlugins initialized
CORE API HASH: 2486480068
EDITOR API HASH: 2434301379
Regenerating editor help cache
Class 'EditorPropertyNameProcessor' is not exposed, skipping.
Class 'FramebufferCacheRD' is not exposed, skipping.
Class 'GDScriptEditorTranslationParserPlugin' is not exposed, skipping.
Class 'GDScriptNativeClass' is not exposed, skipping.
Class 'GLTFDocumentExtensionPhysics' is not exposed, skipping.
Class 'GLTFDocumentExtensionTextureWebP' is not exposed, skipping.
Class 'GodotPhysicsServer2D' is not exposed, skipping.
Class 'GodotPhysicsServer3D' is not exposed, skipping.
Class 'IPUnix' is not exposed, skipping.
Class 'ManagedCallableMiddleman' is not exposed, skipping.
Class 'MovieWriterMJPEG' is not exposed, skipping.
Class 'MovieWriterPNGWAV' is not exposed, skipping.
Class 'ResourceFormatImporterSaver' is not exposed, skipping.
Class 'ResourceImporterMP3' is not exposed, skipping.
Class 'ResourceImporterOggVorbis' is not exposed, skipping.
Class 'SceneCacheInterface' is not exposed, skipping.
Class 'SceneRPCInterface' is not exposed, skipping.
Class 'SceneReplicationInterface' is not exposed, skipping.
Class 'UniformSetCacheRD' is not exposed, skipping.
EditorSettings: Load OK!
Found .NET Sdk version '7.0.400': C:\Program Files\dotnet\sdk\7.0.400
Loaded system CA certificates
Creating VMA small objects pool for memory type index 2
Failed to bind socket. Error: 3
Failed to bind socket. Error: 3
EditorSettings: Save OK!

After that, the Godot editor window disappears, but the process doesn't finish until I press Ctrl+C. Note this behavior is different from not using --verbose.

@Daniel-Chin
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Daniel-Chin commented Sep 8, 2023

Just got another different crash case.

Godot is run with --verbose. On opening a project,

TextServer: Primary interface set to: "ICU / HarfBuzz / Graphite (Built-in)".
.NET: Initializing module...
Found hostfxr: C:\Program Files\dotnet\host/fxr/7.0.10/hostfxr.dll
.NET: hostfxr initialized
.NET: GodotPlugins initialized
CORE API HASH: 2486480068
EDITOR API HASH: 2434301379
Regenerating editor help cache
Class 'EditorPropertyNameProcessor' is not exposed, skipping.
Class 'FramebufferCacheRD' is not exposed, skipping.
Class 'GDScriptEditorTranslationParserPlugin' is not exposed, skipping.
Class 'GDScriptNativeClass' is not exposed, skipping.
Class 'GLTFDocumentExtensionPhysics' is not exposed, skipping.
Class 'GLTFDocumentExtensionTextureWebP' is not exposed, skipping.
Class 'GodotPhysicsServer2D' is not exposed, skipping.
Class 'GodotPhysicsServer3D' is not exposed, skipping.
Class 'IPUnix' is not exposed, skipping.
Class 'ManagedCallableMiddleman' is not exposed, skipping.
Class 'MovieWriterMJPEG' is not exposed, skipping.
Class 'MovieWriterPNGWAV' is not exposed, skipping.
Class 'ResourceFormatImporterSaver' is not exposed, skipping.
Class 'ResourceImporterMP3' is not exposed, skipping.
Class 'ResourceImporterOggVorbis' is not exposed, skipping.
Class 'SceneCacheInterface' is not exposed, skipping.
Class 'SceneRPCInterface' is not exposed, skipping.
Class 'SceneReplicationInterface' is not exposed, skipping.
Class 'UniformSetCacheRD' is not exposed, skipping.
EditorSettings: Load OK!
Found .NET Sdk version '7.0.400': C:\Program Files\dotnet\sdk\7.0.400
Loaded system CA certificates
Creating VMA small objects pool for memory type index 2
EditorSettings: Save OK!

However, right after that, the process finishes. I didn't have a chance to check the exit code.

As can be observed, compared to the non-halting crash, the verbose output here is missing two lines of "Failed to bind socket. Error: 3".

The project being opened is slightly different from the minimal reproduction project.

@Daniel-Chin
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Daniel-Chin commented Sep 19, 2023

Evidences from my other projects suggest:

This crash may be caused by attempting to open the Theme Editor panel of the Godot Editor.
The minimal repeoduction project triggers this on opening the project becuase the only scene has the theme editor panel opened.

Details: While working on another project, the same crash happened (no error log, editor window disappears) when I switched to a new scene tab with an opened Theme Editor.

Slightly related: #81085

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