Open miv391 opened 7 months ago
I've noticed something similar, however when I look at Task Manager the process actually did quit. And when I simply press RETURN a few times on the keyboard, an empty prompt appears in the text (see the top few lines of the following screenshot)
Is this the same in your case?
~/Desktop
godot --headless -v --export-release "anything" anything.exe
Also this causes a crash and that crash should be fixed too.
Here's the backtrace with a dev version of where it's crashing (separate issue likely)
PS C:\Users\Robert\Desktop> godot-dev --headless -v --export-release "anything" anything.exe
PS C:\Users\Robert\Desktop> Godot Engine v4.3.beta.custom_build.0f8ac836d (2024-05-30 14:46:59 UTC) - https://godotengig
TextServer: Added interface "Dummy"
TextServer: Added interface "ICU / HarfBuzz / Graphite (Built-in)"
Using "default" pen tablet driver...
TextServer: Primary interface set to: "ICU / HarfBuzz / Graphite (Built-in)".
CORE API HASH: 1850817670
EDITOR API HASH: 112790890
ERROR: Class 'EditorSettings' can only be instantiated by editor.
at: ClassDB::_instantiate_internal (core\object\class_db.cpp:509)
================================================================
CrashHandlerException: Program crashed
Engine version: Godot Engine v4.3.beta.custom_build (0f8ac836d5dbf063d82efa5964f9e0d75f70f4cd)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[0] EditorSettings::create (C:\Users\Robert\Dev\Godot\godot\editor\editor_settings.cpp:1060)
[1] EditorSettings::create (C:\Users\Robert\Dev\Godot\godot\editor\editor_settings.cpp:1060)
[2] EditorNode::EditorNode (C:\Users\Robert\Dev\Godot\godot\editor\editor_node.cpp:6426)
[3] Main::start (C:\Users\Robert\Dev\Godot\godot\main\main.cpp:3689)
[4] widechar_main (C:\Users\Robert\Dev\Godot\godot\platform\windows\godot_windows.cpp:179)
[5] _main (C:\Users\Robert\Dev\Godot\godot\platform\windows\godot_windows.cpp:206)
[6] main (C:\Users\Robert\Dev\Godot\godot\platform\windows\godot_windows.cpp:220)
[7] WinMain (C:\Users\Robert\Dev\Godot\godot\platform\windows\godot_windows.cpp:234)
[8] __scrt_common_main_seh (D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288)
[9] <couldn't map PC to fn name>
-- END OF BACKTRACE --
================================================================
Does this crash only happen in 4.3 versions, or also 4.2?
This particular terminal issue doesn't even need a crash for me and is reproducible with 4.2.2 stable
godot --version
echo $?
echo
command prints True
because godot --version
exited successfullyhttps://github.com/godotengine/godot/assets/145938/1c27935b-7e90-4324-b2c1-3df1f4564203
It's not limited to Terminal, Command Prompt (cmd.exe) also shows this issue.
godot --version
echo %errorlevel%
0
(success)Are you running *.console.exe
executable? If not, this is expected, it's GUI executable and it doesn't own the console, so shell have no idea it should redraw the prompt.
Using the .console.exe
executable solves this issue for me, thanks @bruvzg !
Still hangs with v4.3.beta1.mono.official [a4f2ea91a], but now it hangs immediately after "ERROR: Attempting to parent and popup a dialog that already has a parent.
". I made some updates to the issues description.
I also have this issue using Godot 4.2.2 stable and executing the *.console.exe binary like so
Godot_v4.2.2-stable_win64_console.exe --headless --path <path> --export-release <preset> output.exe
Tested versions
Reproducible in
System information
Godot v4.3.dev6.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.5212) - Intel(R) Core(TM) i5-3570K CPU @ 3.40GHz (4 Threads)
Issue description
If I try to export the project from command line but there is build error, either GDScript error or C# error, Godot executable doesn't exit. I need to press Ctrl-C to exit.
A build error seems to cause this problem every time. But I also noticed that sometimes even working build doesn't exit cleanly if I ran the export command from Window's bat-file. However, I don't know to reprocude that.
I also wonder, if it would be better to instantly quit the exporting process, if the build fails. Now the process continues with the savepack.
This is a somewhat shortened and anonymized output:
This is what Windows task manager displays while building: and finally after the error message: After pressing Ctrl-C
.NET Host
andGodot Engine (Console)
disappear from Task manager.Steps to reproduce
"Godot_v4.3-beta1_mono_win64\Godot_v4.3-beta1_mono_win64_console.exe" --verbose --headless --no-window --export-release "Windows Desktop"
Minimal reproduction project (MRP)
N/A