Open AlexCZhou opened 1 year ago
Given the file names, these are actually logs for the Godot editor instance itself, and not for the game specifically. So the path configured in project.godot
isn't used here, that one is for when you run the game itself (you should be able to find those logs in %APPDATA%\Godot\app_userdata\<Game Name>
).
But I don't know where those editor logs come from. The naming pattern doesn't seem familiar, as Godot usually adds a suffix with ISO formatted timestamps, like this: godot2023-08-02T14.39.36.log
CC @bruvzg @KoBeWi
same here , suddenly appeared yesterday, i did nothing but update Windows 11
What name does the project have? Does it contain special characters, or characters that are not allowed in Windows filenames such as :
?
If you use Project > Open Project Data Folder at the top of the editor, do you end up in a folder that has a logs
folder inside?
If you use Project > Open Project Data Folder at the top of the editor, do you end up in a folder that has a
logs
folder inside?
Yes, this is what I got.
C:\Users\TypeAlpha\AppData\Roaming\Godot\app_userdata\RuntimeFeeCollector
This is the contents of the "logs" folder.
I have started this project in administrator mode before, but I don't remember if the modification time of this log matches the startup time.
I'm having the same issue, normal project logs are generated at the specified file path, but these strange log files are also generated inside the project folder.
These log files are generated when you open a project file or debug a game. However, when you run Godot in administrator mode, these logs don't seem to be generated.
By the way, these log files do not seem to open properly, and commonly used encoding formats will show garbled characters.
Also, if you export the game in exe, these log files are also generated in the game folder when the packaged game is not running in administrator mode.
I sent the packaged game to my friend to run and everything worked fine on my friend's computer.
The problem also disappeared when Renderer switched from Forward+ to Compatibility.
Maybe this issue has already existed in v4.0.3.stable, i found this on Q&A section. Here's the link
Both involve weird log files in project folder that contain garbage. Both are fixed by running as administrator. And another detail is that all reports come from Chinese version of Windows.
I think we had similar issue in Lumencraft; I don't remember the exact details, but it affected Chinese players and the solution was running the game in administrator mode. The logs seems to be specific to a certain language version of Windows and they don't look like coming from the engine. Not sure what we should do on our side to avoid it.
It does indeed seem to not be related to Godot as such
Might be related to debugging or something with visual studio
Out of curiosity, which Windows edition are you using? Press Windows + R and enter winver
to see. (If this doesn't suffice, you'll have to navigate to the system settings to find an "About your PC" section or similar.)
Windows 10 exists in 3 standard editions, aside of Pro/Enterprise/Education:
I believe windows 10 Single Language is relatively prevalent in China, which may explain this.
I'm using Windows 11 Home Chinese ( Single Language )
which Windows edition are you using?
@Calinou This is what I got. 专业版 -> Professional
I can't reproduce this and I'm using Windows 10 Home. Some users can also reproduce this on Windows 11 Pro for Workstations edition. So probably not related to Single Language.
Seems like Godot create this file. After testing using encoding tools, the content inside seems does not match any common Chinese texts transcoding issues.
If you try to delete the latest Log, it will prompt that GodotEngine is occupying it.
I solved this problem on my computer. Here is what i do.
I find that the problem disappeared when Renderer switched from Forward+ to Compatibility. So I think there must something with vulkan.
I use Process Monitor to find what process created the log file. And when i find the Stack information, i find the CrossVulkanLayer do this. This layer is used by WeGame. I uninstall WeGame, and the issue fixed.
Seems confirmed by WeGame (League of Legends client in China by Tencent). But why this file is created by Godot, does it affect the normal process of Godot?
BTW, we are currently contacting Tencent to solve this issue on their side.
It's true, and my problem disappeared after uninstalling WeGame (Goodbye League of Legends).
However, if players with WeGame installed on their computers still generate this log after my game is packaged, is there any way to avoid this problem? Almost every League of Legends player in China will install WeGame.
Maybe we can try disabling that layer for the editor at least.
Creating a log file in the current working directory is a WeGame bug I believe. But we should handle this as an exception since it pollutes the edited Godot project.
Note: I still can't reproduce after installing WeGame. But @AlexCZhou can confirm that the behavior disappears after uninstalling and re-appears after reinstalling (without reinstalling any game). So probably need extra steps to reproduce. But the ierd_tgp::filesystem
in the call stack is definitely WeGame (formerly known as TGP, Tencent Game Platform).
It's almost certain that WeGame's vulkan implicit layer has a problem.
These strange log files are not only generated in Godot's project files, in fact, other applications that call Vulkan produce similar log files (if you installed WeGame), such as steam.
This is what my steam folder looks like now.
So I recommend that people who have this problem check other folders and clean up these garbage logs.
Might be something to report up-stream if it's a vulkan issue
Upstream here would likely be the WeGame developers, as their implicit Vulkan layer seems to be bad / unnecessarily affecting non WeGame applications.
First, this is a WeGame bug.
Second, that doesn't mean there's nothing we can do.
All layers (implicit and explicit) can be found via vkEnumerateInstanceLayerProperties.
We currently use that function to enable the explicit layers we want (validation).
Due to the number of complaints, in this PR https://github.com/KhronosGroup/Vulkan-Loader/pull/984 the Vulkan Loader was updated to support filtering out implicit layers via the env variable VK_LOADER_LAYERS_DISABLE.
See Layer Filtering.
We can do the same: Review all layers, find known problematic ones, and set the env variable VK_LOADER_LAYERS_DISABLE before creating the instance.
And if that doesn't work (e.g. the loader required us to have the env. variable set much earlier), we can do the following (upon detecting problematic layers):
VK_LOADER_LAYERS_DISABLE=blahblah godot.exe
"The main reason for logging first is that if relaunching fails, the user experience is horrible because all they will see is that double clicking the icon does nothing (the app will launch and close itself before even a window appears).
Hey guys, does this issue fixed? And there is no WeGame on my PC
The issue is still open so it isn't fixed
If it happens to you even without WeGame that's something to investigate, but could simply be that something else uses the same layers
Godot version
v4.1.1.stable.official [bd6af8e0e]
System information
Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 31.0.15.3713) - AMD Ryzen 5 5600X 6-Core Processor (12 Threads)
Issue description
This is my project folder. This is my Log Path setting. Didn't change it.
If you start Godot.exe as an administrator, no logs will be generated in the project folder (but I don’t know where they are). But I haven't started it as an administrator in the past few months and haven't seen this behavior. This is what I just discovered today.
Steps to reproduce
Create a new project and start it.
Minimal reproduction project
N/A. This problem occurs in all new projects I created, as well as old projects that have not been touched for several months.