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Random crash when saving scene #85250

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KoBeWi opened this issue Nov 22, 2023 · 0 comments · Fixed by #85266
Closed

Random crash when saving scene #85250

KoBeWi opened this issue Nov 22, 2023 · 0 comments · Fixed by #85266

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@KoBeWi
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KoBeWi commented Nov 22, 2023

Godot version

4.2 rc1

System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

Issue description

_free_base(void * block) Line 105 (c:\Users\Tomek\AppData\Local\Programs\Microsoft VS Code\minkernel\crts\ucrt\src\appcrt\heap\free_base.cpp:105)
Memory::free_static(void * p_ptr, bool p_pad_align) Line 169 (c:\godot_source\core\os\memory.cpp:169)
memdelete<AnimationMixer::TrackCache>(AnimationMixer::TrackCache * p_class) Line 113 (c:\godot_source\core\os\memory.h:113)
AnimatedValuesBackup::~AnimatedValuesBackup() Line 398 (c:\godot_source\scene\animation\animation_mixer.h:398)
AnimatedValuesBackup::`scalar deleting destructor'(unsigned int) (Nieznane źródło:0)
memdelete<AnimatedValuesBackup>(AnimatedValuesBackup * p_class) Line 112 (c:\godot_source\core\os\memory.h:112)
Ref<AnimatedValuesBackup>::unref() Line 212 (c:\godot_source\core\object\ref_counted.h:212)
Ref<AnimatedValuesBackup>::~Ref<AnimatedValuesBackup>() Line 223 (c:\godot_source\core\object\ref_counted.h:223)
Pair<AnimationMixer *,Ref<AnimatedValuesBackup>>::~Pair<AnimationMixer *,Ref<AnimatedValuesBackup>>() (Nieznane źródło:0)
List<Pair<AnimationMixer *,Ref<AnimatedValuesBackup>>,DefaultAllocator>::Element::~Element() (Nieznane źródło:0)
List<Pair<AnimationMixer *,Ref<AnimatedValuesBackup>>,DefaultAllocator>::Element::`scalar deleting destructor'(unsigned int) (Nieznane źródło:0)
memdelete_allocator<List<Pair<AnimationMixer *,Ref<AnimatedValuesBackup>>,DefaultAllocator>::Element,DefaultAllocator>(List<Pair<AnimationMixer *,Ref<AnimatedValuesBackup>>,DefaultAllocator>::Element * p_class) Line 124 (c:\godot_source\core\os\memory.h:124)
List<Pair<AnimationMixer *,Ref<AnimatedValuesBackup>>,DefaultAllocator>::_Data::erase(const List<Pair<AnimationMixer *,Ref<AnimatedValuesBackup>>,DefaultAllocator>::Element * p_I) Line 242 (c:\godot_source\core\templates\list.h:242)
List<Pair<AnimationMixer *,Ref<AnimatedValuesBackup>>,DefaultAllocator>::erase(const List<Pair<AnimationMixer *,Ref<AnimatedValuesBackup>>,DefaultAllocator>::Element * p_I) Line 429 (c:\godot_source\core\templates\list.h:429)
List<Pair<AnimationMixer *,Ref<AnimatedValuesBackup>>,DefaultAllocator>::clear() Line 463 (c:\godot_source\core\templates\list.h:463)
List<Pair<AnimationMixer *,Ref<AnimatedValuesBackup>>,DefaultAllocator>::~List<Pair<AnimationMixer *,Ref<AnimatedValuesBackup>>,DefaultAllocator>() Line 758 (c:\godot_source\core\templates\list.h:758)
EditorNode::_save_scene(String p_file, int idx) Line 1846 (c:\godot_source\editor\editor_node.cpp:1846)
EditorNode::_save_scene_with_preview(String p_file, int p_idx) Line 1676 (c:\godot_source\editor\editor_node.cpp:1676)
EditorNode::_menu_option_confirm(int p_option, bool p_confirmed) Line 2610 (c:\godot_source\editor\editor_node.cpp:2610)
EditorNode::_menu_option(int p_option) Line 1386 (c:\godot_source\editor\editor_node.cpp:1386)
call_with_variant_args_helper<EditorNode,int,0>(EditorNode * p_instance, void(EditorNode::*)(int) p_method, const Variant * * p_args, Callable::CallError & r_error, IndexSequence<0> __formal) Line 308 (c:\godot_source\core\variant\binder_common.h:308)
call_with_variant_args<EditorNode,int>(EditorNode * p_instance, void(EditorNode::*)(int) p_method, const Variant * * p_args, int p_argcount, Callable::CallError & r_error) Line 418 (c:\godot_source\core\variant\binder_common.h:418)
CallableCustomMethodPointer<EditorNode,int>::call(const Variant * * p_arguments, int p_argcount, Variant & r_return_value, Callable::CallError & r_call_error) Line 105 (c:\godot_source\core\object\callable_method_pointer.h:105)
Callable::callp(const Variant * * p_arguments, int p_argcount, Variant & r_return_value, Callable::CallError & r_call_error) Line 58 (c:\godot_source\core\variant\callable.cpp:58)
Object::emit_signalp(const StringName & p_name, const Variant * * p_args, int p_argcount) Line 1128 (c:\godot_source\core\object\object.cpp:1128)
Node::emit_signalp(const StringName & p_name, const Variant * * p_args, int p_argcount) Line 3607 (c:\godot_source\scene\main\node.cpp:3607)
Object::emit_signal<int>(const StringName & p_name, int <p_args_0>) Line 922 (c:\godot_source\core\object\object.h:922)
PopupMenu::activate_item(int p_idx) Line 2312 (c:\godot_source\scene\gui\popup_menu.cpp:2312)
PopupMenu::activate_item_by_event(const Ref<InputEvent> & p_event, bool p_for_global_only) Line 2224 (c:\godot_source\scene\gui\popup_menu.cpp:2224)
MenuBar::shortcut_input(const Ref<InputEvent> & p_event) Line 166 (c:\godot_source\scene\gui\menu_bar.cpp:166)
Node::_call_shortcut_input(const Ref<InputEvent> & p_event) Line 3132 (c:\godot_source\scene\main\node.cpp:3132)
SceneTree::_call_input_pause(const StringName & p_group, SceneTree::CallInputType p_call_type, const Ref<InputEvent> & p_input, Viewport * p_viewport) Line 1233 (c:\godot_source\scene\main\scene_tree.cpp:1233)
Viewport::_push_unhandled_input_internal(const Ref<InputEvent> & p_event) Line 3373 (c:\godot_source\scene\main\viewport.cpp:3373)
Viewport::push_input(const Ref<InputEvent> & p_event, bool p_local_coords) Line 3334 (c:\godot_source\scene\main\viewport.cpp:3334)
Window::_window_input(const Ref<InputEvent> & p_ev) Line 1553 (c:\godot_source\scene\main\window.cpp:1553)
call_with_variant_args_helper<Window,Ref<InputEvent> const &,0>(Window * p_instance, void(Window::*)(const Ref<InputEvent> &) p_method, const Variant * * p_args, Callable::CallError & r_error, IndexSequence<0> __formal) Line 303 (c:\godot_source\core\variant\binder_common.h:303)
call_with_variant_args<Window,Ref<InputEvent> const &>(Window * p_instance, void(Window::*)(const Ref<InputEvent> &) p_method, const Variant * * p_args, int p_argcount, Callable::CallError & r_error) Line 418 (c:\godot_source\core\variant\binder_common.h:418)
CallableCustomMethodPointer<Window,Ref<InputEvent> const &>::call(const Variant * * p_arguments, int p_argcount, Variant & r_return_value, Callable::CallError & r_call_error) Line 105 (c:\godot_source\core\object\callable_method_pointer.h:105)
Callable::callp(const Variant * * p_arguments, int p_argcount, Variant & r_return_value, Callable::CallError & r_call_error) Line 58 (c:\godot_source\core\variant\callable.cpp:58)
Callable::call<Ref<InputEvent>>(Ref<InputEvent> <p_args_0>) Line 850 (c:\godot_source\core\variant\variant.h:850)
DisplayServerWindows::_dispatch_input_event(const Ref<InputEvent> & p_event) Line 2716 (c:\godot_source\platform\windows\display_server_windows.cpp:2716)
DisplayServerWindows::_dispatch_input_events(const Ref<InputEvent> & p_event) Line 2686 (c:\godot_source\platform\windows\display_server_windows.cpp:2686)
Input::_parse_input_event_impl(const Ref<InputEvent> & p_event, bool p_is_emulated) Line 731 (c:\godot_source\core\input\input.cpp:731)
Input::flush_buffered_events() Line 995 (c:\godot_source\core\input\input.cpp:995)
DisplayServerWindows::process_events() Line 2401 (c:\godot_source\platform\windows\display_server_windows.cpp:2401)
OS_Windows::run() Line 1474 (c:\godot_source\platform\windows\os_windows.cpp:1474)
widechar_main(int argc, wchar_t * * argv) Line 182 (c:\godot_source\platform\windows\godot_windows.cpp:182)
_main() Line 204 (c:\godot_source\platform\windows\godot_windows.cpp:204)
main(int argc, char * * argv) Line 218 (c:\godot_source\platform\windows\godot_windows.cpp:218)
WinMain(HINSTANCE__ * hInstance, HINSTANCE__ * hPrevInstance, char * lpCmdLine, int nCmdShow) Line 232 (c:\godot_source\platform\windows\godot_windows.cpp:232)
[Inline Frame] invoke_main() Line 102 (d:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:102)
__scrt_common_main_seh() Line 288 (d:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288)

Hard crash not caught by the built-in crash handler. Happens when saving some scenes, I did not determine yet what kind of scenes.

Related to #85233 and #85093

Steps to reproduce

  1. Open scene (TBD what scene)
  2. Save

Minimal reproduction project

N/A

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