Describe the bug
Not really a bug.
When building Godot with GodotSteam and GodotSteamMultplayerPeer modules as described here may result in problems when you plan to do cross-compile.
The problem is similar to this.
I compiled as recommened on godot build page, then when I wanted to export to windows, I compiled templates for windows the same way. After the export, game simply crashes silently at SteamUser()->GetSteamID() during steamInitEx.
The problem exist only for windows, building with mingw on linux does not produce the same behavior.
To Reproduce
Steps to reproduce the behavior:
Compile Godot with modules with mingw
Create empty scene and global steam init script
Run project
See the crash
Expected behavior
Feel the note in documentation is warranted about compiler used so those cases will be quicker to resolve. I guess issue existing can help when looking for solution.
Initialize godot-rust (API v4.3.stable.official, runtime v4.3.stable.custom_build)
Godot Engine v4.3.stable.custom_build.77dcf97d8 (2024-08-14 23:00:16 UTC) - https://godotengine.org
OpenGL API 3.3.0 NVIDIA 565.90 - Compatibility - Using Device: NVIDIA - NVIDIA GeForce RTX 3070
================================================================
CrashHandlerException: Program crashed with signal 11
Engine version: Godot Engine v4.3.stable.custom_build (77dcf97d82cbfe4e4615475fa52ca03da645dbd8)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] error(0): file too short
[2] error(-1): failed to read executable information
[3] error(-1): failed to read executable information
[4] error(-1): failed to read executable information
[5] error(-1): failed to read executable information
[6] error(-1): failed to read executable information
[7] error(-1): failed to read executable information
[8] error(-1): failed to read executable information
[9] error(-1): failed to read executable information
[10] error(-1): failed to read executable information
[11] error(-1): failed to read executable information
[12] error(-1): failed to read executable information
[13] error(-1): failed to read executable information
[14] error(-1): failed to read executable information
[15] error(-1): failed to read executable information
[16] error(-1): failed to read executable information
[17] error(-1): failed to read executable information
[18] error(-1): failed to read executable information
[19] error(-1): failed to read executable information
[20] error(-1): failed to read executable information
[21] error(-1): failed to read executable information
[22] error(-1): failed to read executable information
[23] error(-1): failed to read executable information
[24] error(-1): failed to read executable information
[25] error(-1): failed to read executable information
[26] error(-1): failed to read executable information
[27] error(-1): failed to read executable information
-- END OF BACKTRACE --
================================================================
Desktop (please complete the following information):
OS: Arch Linux 6.11.4-arch1-1 / Windows 10
Version of Godot:
4.3-stable
Version of GodotSteam:
Latest from godot4(godotsteam) and main(godotsteam_multiplayer_peer) branches
Solution
When recompiling templates with msvc toolchain, everything works fine on windows after export.
Describe the bug Not really a bug. When building Godot with GodotSteam and GodotSteamMultplayerPeer modules as described here may result in problems when you plan to do cross-compile. The problem is similar to this.
I compiled as recommened on godot build page, then when I wanted to export to windows, I compiled templates for windows the same way. After the export, game simply crashes silently at
SteamUser()->GetSteamID()
duringsteamInitEx
.The problem exist only for windows, building with mingw on linux does not produce the same behavior.
To Reproduce Steps to reproduce the behavior:
Expected behavior Feel the note in documentation is warranted about compiler used so those cases will be quicker to resolve. I guess issue existing can help when looking for solution.
Logs With debug info:
With
optimize=speed_trace
:Desktop (please complete the following information):
Version of Godot: 4.3-stable
Version of GodotSteam: Latest from godot4(godotsteam) and main(godotsteam_multiplayer_peer) branches
Solution When recompiling templates with msvc toolchain, everything works fine on windows after export.