Closed ngreve closed 4 years ago
Steps to reproduce: Unknown
Can you at least describe in what situation(s) the crash happens? Is it while editing in the editor, or when running the project? After how much time, and what kind of actions?
Can you at least describe in what situation(s) the crash happens? Is it while editing in the editor, or when running the project? After how much time, and what kind of actions?
Sure. I've updated the issue
Testing here locally on my mac 10.15.4 there're few errors for node not found
Godot Engine v3.2.2.beta.custom_build.8426ed265 - https://godotengine.org
OpenGL ES 3.0 Renderer: AMD Radeon Pro 5500M OpenGL Engine
2020-05-04 13:31:25.171280-0300 godot.osx.tools.64[35098:904427] [plugin] AddInstanceForFactory: No factory registered for id <CFUUID 0x10872de50> F8BB1C28-BAE8-11D6-9C31-00039315CD46
2020-05-04 13:31:25.193342-0300 godot.osx.tools.64[35098:904427] HALC_ShellDriverPlugIn::Open: Can't get a pointer to the Open routine
2020-05-04 13:31:25.352604-0300 godot.osx.tools.64[35098:904427] [plugin] AddInstanceForFactory: No factory registered for id <CFUUID 0x10865af80> 30010C1C-93BF-11D8-8B5B-000A95AF9C6A
Registered camera FaceTime HD Camera (Built-in) with id 1 position 0 at index 0
2020-05-04 13:31:25.433545-0300 godot.osx.tools.64[35098:904427] ERROR: get_node: Node not found: Blue/ViewThroughBlue.
At: scene/main/node.cpp:1381.
ERROR: get_node: Node not found: Blue/ViewThroughBlue.
At: scene/main/node.cpp:1381.
2020-05-04 13:31:25.433585-0300 godot.osx.tools.64[35098:904427] ERROR: setup_local_to_scene: ViewportTexture: Path to node is invalid.
At: scene/main/viewport.cpp:69.
ERROR: setup_local_to_scene: ViewportTexture: Path to node is invalid.
At: scene/main/viewport.cpp:69.
Crashed when I was translating the SimpleBox (StaticBody) node (using the project uploaded by @ngreve )
2020-05-04 13:43:43.242046-0300 godot.osx.tools.64[35089:902925] ERROR: get: FATAL: Index p_index = 0 is out of bounds (size() = 0).
At: ./core/cowdata.h:152.
ERROR: get: FATAL: Index p_index = 0 is out of bounds (size() = 0).
At: ./core/cowdata.h:152.
Process 35089 stopped
* thread #1, queue = 'com.apple.main-thread', stop reason = EXC_BAD_INSTRUCTION (code=EXC_I386_INVOP, subcode=0x0)
frame #0: 0x0000000102ba673a godot.osx.tools.64`CowData<Vector3>::get(this=0x00007ffeefbf5f30, p_index=0) const at cowdata.h:152:3
149
150 _FORCE_INLINE_ const T &get(int p_index) const {
151
-> 152 CRASH_BAD_INDEX(p_index, size());
153
154 return _get_data()[p_index];
155 }
Target 0: (godot.osx.tools.64) stopped.
Backtrace
* thread #1, queue = 'com.apple.main-thread', stop reason = EXC_BAD_INSTRUCTION (code=EXC_I386_INVOP, subcode=0x0)
* frame #0: 0x0000000102ba673a godot.osx.tools.64`CowData<Vector3>::get(this=0x00007ffeefbf5f30, p_index=0) const at cowdata.h:152:3
frame #1: 0x0000000102ba2984 godot.osx.tools.64`Vector<Vector3>::operator[](this=0x00007ffeefbf5f28, p_index=0) const at vector.h:85:74
frame #2: 0x0000000102dbd58c godot.osx.tools.64`Octree<VisualServerScene::Instance, true, DefaultAllocator>::cull_convex(this=0x000000011ef7d0b8, p_convex=0x00007ffeefbf8590, p_result_array=0x00007ffeefbf5fe0, p_result_max=1024, p_mask=4294967295) at octree.h:1303:18
frame #3: 0x0000000102dbd361 godot.osx.tools.64`VisualServerScene::instances_cull_convex(this=0x0000000115000010, p_convex=0x00007ffeefbf8590, p_scenario=RID @ 0x00007ffeefbf5fd8) const at visual_server_scene.cpp:836:28
frame #4: 0x0000000102db4bba godot.osx.tools.64`VisualServerRaster::instances_cull_convex(this=0x000000011435d930, arg1=0x00007ffeefbf8590, arg2=RID @ 0x00007ffeefbf8028) const at visual_server_raster.h:560:2
frame #5: 0x0000000102dfe82d godot.osx.tools.64`VisualServerWrapMT::instances_cull_convex(this=0x00000001143ac730, p1=0x00007ffeefbf8590, p2=RID @ 0x00007ffeefbf80d8) const at visual_server_wrap_mt.h:482:2
frame #6: 0x0000000101ae9ef0 godot.osx.tools.64`SpatialEditorViewport::_select_region(this=0x000000013caed010) at spatial_editor_plugin.cpp:680:62
frame #7: 0x0000000101aef44f godot.osx.tools.64`SpatialEditorViewport::_sinput(this=0x000000013caed010, p_event=0x00007ffeefbfba80) at spatial_editor_plugin.cpp:1352:7
frame #8: 0x0000000101b4a142 godot.osx.tools.64`MethodBind1<SpatialEditorViewport, Ref<InputEvent> const&>::call(this=0x000000013c4d6f70, p_object=0x000000013caed010, p_args=0x00007ffeefbfbf20, p_arg_count=1, r_error=0x00007ffeefbfbda0) at method_bind.gen.inc:867:3
frame #9: 0x000000010309ce43 godot.osx.tools.64`Object::call(this=0x000000013caed010, p_method=0x00000001267bde40, p_args=0x00007ffeefbfbf20, p_argcount=1, r_error=0x00007ffeefbfbda0) at object.cpp:922:17
frame #10: 0x000000010309f7c8 godot.osx.tools.64`Object::emit_signal(this=0x000000013caf5210, p_name=0x00000001090c0460, p_args=0x00007ffeefbfbf20, p_argcount=1) at object.cpp:1249:12
frame #11: 0x000000010309d914 godot.osx.tools.64`Object::emit_signal(this=0x000000013caf5210, p_name=0x00000001090c0460, p_arg1=0x00007ffeefbfc190, p_arg2=0x00007ffeefbfc178, p_arg3=0x00007ffeefbfc160, p_arg4=0x00007ffeefbfc148, p_arg5=0x00007ffeefbfc130) at object.cpp:1306:9
frame #12: 0x0000000101dd6e0e godot.osx.tools.64`Viewport::_gui_call_input(this=0x00000001094f8410, p_control=0x000000013caf5210, p_input=0x00007ffeefbfd008) at viewport.cpp:1661:14
frame #13: 0x0000000101dd90ff godot.osx.tools.64`Viewport::_gui_input_event(this=0x00000001094f8410, p_event=Ref<InputEvent> @ 0x00007ffeefbfd3a0) at viewport.cpp:2049:5
frame #14: 0x0000000101dd5c5a godot.osx.tools.64`Viewport::input(this=0x00000001094f8410, p_event=0x00007ffeefbfd408) at viewport.cpp:2825:3
frame #15: 0x0000000101dd5b02 godot.osx.tools.64`Viewport::_vp_input(this=0x00000001094f8410, p_ev=0x00007ffeefbfd4a0) at viewport.cpp:1446:2
frame #16: 0x0000000101dfcf22 godot.osx.tools.64`MethodBind1<Viewport, Ref<InputEvent> const&>::call(this=0x000000011be2a6e0, p_object=0x00000001094f8410, p_args=0x00007ffeefbfd690, p_arg_count=1, r_error=0x00007ffeefbfd650) at method_bind.gen.inc:867:3
frame #17: 0x000000010309ce43 godot.osx.tools.64`Object::call(this=0x00000001094f8410, p_method=0x00007ffeefbfd920, p_args=0x00007ffeefbfd690, p_argcount=1, r_error=0x00007ffeefbfd650) at object.cpp:922:17
frame #18: 0x000000010309c902 godot.osx.tools.64`Object::call(this=0x00000001094f8410, p_name=0x00007ffeefbfd920, p_arg1=0x00007ffeefbfda30, p_arg2=0x00007ffeefbfda18, p_arg3=0x00007ffeefbfda00, p_arg4=0x00007ffeefbfd9e8, p_arg5=0x00007ffeefbfd9d0) at object.cpp:848:16
frame #19: 0x0000000101d97a07 godot.osx.tools.64`SceneTree::call_group_flags(this=0x000000011ef78bd0, p_call_flags=2, p_group=0x00007ffeefbfd928, p_function=0x00007ffeefbfd920, p_arg1=0x00007ffeefbfda30, p_arg2=0x00007ffeefbfda18, p_arg3=0x00007ffeefbfda00, p_arg4=0x00007ffeefbfd9e8, p_arg5=0x00007ffeefbfd9d0) at scene_tree.cpp:275:16
frame #20: 0x0000000101d98ac0 godot.osx.tools.64`SceneTree::input_event(this=0x000000011ef78bd0, p_event=0x0000000126772920) at scene_tree.cpp:431:2
frame #21: 0x00000001000284aa godot.osx.tools.64`InputDefault::_parse_input_event_impl(this=0x0000000108249bd0, p_event=0x0000000126772920, p_is_emulated=false) at input_default.cpp:442:14
frame #22: 0x000000010002697f godot.osx.tools.64`InputDefault::parse_input_event(this=0x0000000108249bd0, p_event=0x0000000126772920) at input_default.cpp:259:2
frame #23: 0x000000010002a0fd godot.osx.tools.64`InputDefault::flush_accumulated_events(this=0x0000000108249bd0) at input_default.cpp:678:3
frame #24: 0x0000000100011b44 godot.osx.tools.64`OS_OSX::process_events(this=0x00007ffeefbfe2d8) at os_osx.mm:2836:9
frame #25: 0x000000010001226d godot.osx.tools.64`OS_OSX::run(this=0x00007ffeefbfe2d8) at os_osx.mm:2927:4
frame #26: 0x000000010001daf5 godot.osx.tools.64`main(argc=4, argv=0x00007ffeefbff650) at godot_main_osx.mm:71:6
frame #27: 0x00007fff6e58bcc9 libdyld.dylib`start + 1
Testing here locally on my mac 10.15.4 there're few errors for node not found
Yes, but the node, at least in my opinion, is there. I guess what this error is referring to is the ViewportTexture from the Sprite3D of the RedPortal.
Also is important to note that I was testing on the branch 3.2
8426ed2650ac740796a19d4a28a453db539c0fff
Appears to be caused by #37863 (3.2 branch), which was later added to master: #38344.
Appears to be caused by #37863 (3.2 branch), which was later added to master: #38344.
After I've read your comment I pulled the newest commit and recompiled Godot. The error still occurs. (I've updated the original issue description with the now used version of Godot).
The issue is marked for milestone 4.0, you should probably not wait that long. It seems that I have now reached a state where the crash happens immediately after opening the project. The error log is also different:
ERROR: get: FATAL: Index p_index = 0 is out of bounds (size() = 0).
At: ./core/cowdata.h:152.
handle_crash: Program crashed with signal 4
Dumping the backtrace. Please include this when reporting the bug on https://github.com/godotengine/godot/issues
[1] /usr/lib/libc.so.6(+0x3bd70) [0x7f6192228d70] (??:0)
[2] CowData<Vector3>::get(int) const (/home/nico/prog/godot/./core/cowdata.h:152 (discriminator 7))
[3] Vector<Vector3>::operator[](int) const (/home/nico/prog/godot/./core/vector.h:85)
[4] Octree<VisualServerScene::Instance, true, DefaultAllocator>::cull_convex(Vector<Plane> const&, VisualServerScene::Instance**, int, unsigned int) (/home/nico/prog/godot/./core/math/octree.h:1303 (discriminator 1))
[5] VisualServerScene::_prepare_scene(Transform, CameraMatrix const&, bool, RID, unsigned int, RID, RID, RID) (/home/nico/prog/godot/servers/visual/visual_server_scene.cpp:1868 (discriminator 1))
[6] VisualServerScene::render_camera(RID, RID, Vector2, RID) (/home/nico/prog/godot/servers/visual/visual_server_scene.cpp:1759)
[7] VisualServerViewport::_draw_3d(VisualServerViewport::Viewport*, ARVRInterface::Eyes) (/home/nico/prog/godot/servers/visual/visual_server_viewport.cpp:66)
[8] VisualServerViewport::_draw_viewport(VisualServerViewport::Viewport*, ARVRInterface::Eyes) (/home/nico/prog/godot/servers/visual/visual_server_viewport.cpp:109)
[9] VisualServerViewport::draw_viewports() (/home/nico/prog/godot/servers/visual/visual_server_viewport.cpp:345)
[10] VisualServerRaster::draw(bool, double) (/home/nico/prog/godot/servers/visual/visual_server_raster.cpp:109 (discriminator 2))
[11] VisualServerWrapMT::draw(bool, double) (/home/nico/prog/godot/servers/visual/visual_server_wrap_mt.cpp:104)
[12] Main::iteration() (/home/nico/prog/godot/main/main.cpp:2050)
[13] OS_X11::run() (/home/nico/prog/godot/platform/x11/os_x11.cpp:3243)
[14] /home/nico/prog/godot/bin/godot.x11.tools.64(main+0x121) [0x14066f7] (/home/nico/prog/godot/platform/x11/godot_x11.cpp:57)
[15] /usr/lib/libc.so.6(__libc_start_main+0xf3) [0x7f6192214023] (??:0)
[16] /home/nico/prog/godot/bin/godot.x11.tools.64(_start+0x2e) [0x140651e] (??:?)
-- END OF BACKTRACE --
Project: portals_immediate_crash.zip
CC @ExpiredPopsicle
This error could be related to issue #36586
Godot version: (Edited) ~v3.2.2.beta.custom_build.8426ed265~ v3.2.2.beta.custom_build.e363b65b9
OS/device including version:
Issue description: (Seemingly) random crashes:
Steps to reproduce: (Edited) Unsure. In a 3D scene:
I would estimate that the error seems to occur after ~30min.
Minimal reproduction project: portals.zip
With this project I am trying to implement/playing around with portals. As you can see from the error log there seems to be a problem finding a node. The error messages, which are talking about the missing node, occur way before the actual crash happens. So, I am not sure if or in which way they are related to the crash, because I encountered these type of crashes in other projects too. The error messages about the missing node refers to a Sprite3D node which uses a ViewportTexture. The exact same implementation is used for the contrary portal, but there the node is found without any problems. I am not sure how many Issues I should create to describe the problems I encountered but there also seems to be a general problem when using ViewportTextures.