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4.3 Beta-1 Mono Unknown Crash #92615

Closed warent closed 4 weeks ago

warent commented 4 months ago

Tested versions

Only tested in 4.3 beta-1 mono

System information

Godot v4.3.beta1.mono - Windows 10.0.22631 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3050 Ti Laptop GPU (NVIDIA; 31.0.15.4680) - 12th Gen Intel(R) Core(TM) i7-12650H (16 Threads)

Issue description

Mono project crashes beyond my comprehension with no meaningful error.

================================================================
CrashHandlerException: Program crashed with signal 11
Engine version: Godot Engine v4.3.beta1.mono.official (a4f2ea91a1bd18f70a43)
Dumping the backtrace. Please include this when reporting the bug to the pr.
[1] error(-1): no debug info in PE/COFF executable
[2] error(-1): no debug info in PE/COFF executable
[3] error(-1): no debug info in PE/COFF executable
[4] error(-1): no debug info in PE/COFF executable
[5] error(-1): no debug info in PE/COFF executable
[6] error(-1): no debug info in PE/COFF executable
[7] error(-1): no debug info in PE/COFF executable
[8] error(-1): no debug info in PE/COFF executable
[9] error(-1): no debug info in PE/COFF executable
[10] error(-1): no debug info in PE/COFF executable
[11] error(-1): no debug info in PE/COFF executable
[12] error(-1): no debug info in PE/COFF executable
[13] error(-1): no debug info in PE/COFF executable
[14] error(-1): no debug info in PE/COFF executable
[15] error(-1): no debug info in PE/COFF executable
[16] error(-1): no debug info in PE/COFF executable
[17] error(-1): no debug info in PE/COFF executable
[18] error(-1): no debug info in PE/COFF executable
[19] error(-1): no debug info in PE/COFF executable
[20] error(-1): no debug info in PE/COFF executable
[21] error(-1): no debug info in PE/COFF executable
[22] error(-1): no debug info in PE/COFF executable
[23] error(-1): no debug info in PE/COFF executable
-- END OF BACKTRACE --
================================================================

Steps to reproduce

Unknown. Open MRP, try to add a quad to the mesh instance.

https://www.loom.com/share/2c545d5507634aa1a80f84059b0c188f

Minimal reproduction project (MRP)

Crash Repro.zip

matheusmdx commented 4 months ago

Tested in 4.0.0 aIpha ~ latest master (705b7a0b) and i was able to reproduce the crash, is possible to reproduce in editor or playing, for both cases the crash only happens if extra_cull_margin property is anything different from zero

https://github.com/godotengine/godot/assets/44306054/acd1fa0a-b461-4e4f-b6f0-722c6882e886


In game crash backtrace:

================================================================
CrashHandlerException: Program crashed
Engine version: Godot Engine v4.3.dev.custom_build (705b7a0b0bd535c95e4e8fb439f3d84b3fb4f427)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[0] DynamicBVH::_remove_leaf (C:\Users\Matheus\Downloads\Godot Source\core\math\dynamic_bvh.cpp:105)
[1] DynamicBVH::_remove_leaf (C:\Users\Matheus\Downloads\Godot Source\core\math\dynamic_bvh.cpp:105)
[2] DynamicBVH::remove (C:\Users\Matheus\Downloads\Godot Source\core\math\dynamic_bvh.cpp:393)
[3] RendererSceneCull::_unpair_instance (C:\Users\Matheus\Downloads\Godot Source\servers\rendering\renderer_scene_cull.cpp:1880)
[4] RendererSceneCull::instance_set_base (C:\Users\Matheus\Downloads\Godot Source\servers\rendering\renderer_scene_cull.cpp:537)
[5] RendererSceneCull::Instance::dependency_deleted (C:\Users\Matheus\Downloads\Godot Source\servers\rendering\renderer_scene_cull.h:535)
[6] Dependency::deleted_notify (C:\Users\Matheus\Downloads\Godot Source\servers\rendering\storage\utilities.cpp:46)
[7] RendererRD::MeshStorage::mesh_free (C:\Users\Matheus\Downloads\Godot Source\servers\rendering\renderer_rd\storage_rd\mesh_storage.cpp:234)
[8] RendererRD::MeshStorage::free (C:\Users\Matheus\Downloads\Godot Source\servers\rendering\renderer_rd\storage_rd\mesh_storage.cpp:202)
[9] RendererRD::Utilities::free (C:\Users\Matheus\Downloads\Godot Source\servers\rendering\renderer_rd\storage_rd\utilities.cpp:96)
[10] RenderingServerDefault::_free (C:\Users\Matheus\Downloads\Godot Source\servers\rendering\rendering_server_default.cpp:51)
[11] RenderingServerDefault::free (C:\Users\Matheus\Downloads\Godot Source\servers\rendering\rendering_server_default.h:1044)
[12] PrimitiveMesh::~PrimitiveMesh (C:\Users\Matheus\Downloads\Godot Source\scene\resources\3d\primitive_meshes.cpp:343)
[13] BoxMesh::~BoxMesh
[14] BoxMesh::`scalar deleting destructor'
[15] memdelete<Mesh> (C:\Users\Matheus\Downloads\Godot Source\core\os\memory.h:119)
[16] Ref<Mesh>::unref (C:\Users\Matheus\Downloads\Godot Source\core\object\ref_counted.h:212)
[17] Ref<Mesh>::ref (C:\Users\Matheus\Downloads\Godot Source\core\object\ref_counted.h:67)
[18] Ref<Mesh>::operator= (C:\Users\Matheus\Downloads\Godot Source\core\object\ref_counted.h:118)
[19] MeshInstance3D::set_mesh (C:\Users\Matheus\Downloads\Godot Source\scene\3d\mesh_instance_3d.cpp:119)
[20] call_with_variant_args_helper<MeshInstance3D,Ref<Mesh> const &,0> (C:\Users\Matheus\Downloads\Godot Source\core\variant\binder_common.h:304)
[21] call_with_variant_args_dv<MeshInstance3D,Ref<Mesh> const &> (C:\Users\Matheus\Downloads\Godot Source\core\variant\binder_common.h:452)
[22] MethodBindT<MeshInstance3D,Ref<Mesh> const &>::call (C:\Users\Matheus\Downloads\Godot Source\core\object\method_bind.h:347)
[23] Object::callp (C:\Users\Matheus\Downloads\Godot Source\core\object\object.cpp:841)
[24] Variant::callp (C:\Users\Matheus\Downloads\Godot Source\core\variant\variant_call.cpp:1211)
[25] GDScriptFunction::call (C:\Users\Matheus\Downloads\Godot Source\modules\gdscript\gdscript_vm.cpp:1768)
[26] GDScriptFunctionState::resume (C:\Users\Matheus\Downloads\Godot Source\modules\gdscript\gdscript_function.cpp:218)
[27] GDScriptFunctionState::_signal_callback (C:\Users\Matheus\Downloads\Godot Source\modules\gdscript\gdscript_function.cpp:166)
[28] MethodBindVarArgTR<GDScriptFunctionState,Variant>::call (C:\Users\Matheus\Downloads\Godot Source\core\object\method_bind.h:271)
[29] Object::callp (C:\Users\Matheus\Downloads\Godot Source\core\object\object.cpp:841)
[30] Callable::callp (C:\Users\Matheus\Downloads\Godot Source\core\variant\callable.cpp:69)
[31] CallableCustomBind::call (C:\Users\Matheus\Downloads\Godot Source\core\variant\callable_bind.cpp:153)
[32] Callable::callp (C:\Users\Matheus\Downloads\Godot Source\core\variant\callable.cpp:58)
[33] Object::emit_signalp (C:\Users\Matheus\Downloads\Godot Source\core\object\object.cpp:1220)
[34] Object::emit_signal<> (C:\Users\Matheus\Downloads\Godot Source\core\object\object.h:936)
[35] SceneTree::process_timers (C:\Users\Matheus\Downloads\Godot Source\scene\main\scene_tree.cpp:600)
[36] SceneTree::process (C:\Users\Matheus\Downloads\Godot Source\scene\main\scene_tree.cpp:540)
[37] Main::iteration (C:\Users\Matheus\Downloads\Godot Source\main\main.cpp:4075)
[38] OS_Windows::run (C:\Users\Matheus\Downloads\Godot Source\platform\windows\os_windows.cpp:1686)
[39] widechar_main (C:\Users\Matheus\Downloads\Godot Source\platform\windows\godot_windows.cpp:181)
[40] _main (C:\Users\Matheus\Downloads\Godot Source\platform\windows\godot_windows.cpp:206)
[41] main (C:\Users\Matheus\Downloads\Godot Source\platform\windows\godot_windows.cpp:220)
[42] WinMain (C:\Users\Matheus\Downloads\Godot Source\platform\windows\godot_windows.cpp:234)
[43] __scrt_common_main_seh (D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288)
[44] <couldn't map PC to fn name>
-- END OF BACKTRACE --
================================================================



Editor crash backtrace:

================================================================
CrashHandlerException: Program crashed
Engine version: Godot Engine v4.3.dev.custom_build (705b7a0b0bd535c95e4e8fb439f3d84b3fb4f427)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[0] DynamicBVH::_remove_leaf (C:\Users\Matheus\Downloads\Godot Source\core\math\dynamic_bvh.cpp:105)
[1] DynamicBVH::_remove_leaf (C:\Users\Matheus\Downloads\Godot Source\core\math\dynamic_bvh.cpp:105)
[2] DynamicBVH::update (C:\Users\Matheus\Downloads\Godot Source\core\math\dynamic_bvh.cpp:374)
[3] RendererSceneCull::_update_instance (C:\Users\Matheus\Downloads\Godot Source\servers\rendering\renderer_scene_cull.cpp:1802)
[4] RendererSceneCull::_update_dirty_instance (C:\Users\Matheus\Downloads\Godot Source\servers\rendering\renderer_scene_cull.cpp:4118)
[5] RendererSceneCull::update_dirty_instances (C:\Users\Matheus\Downloads\Godot Source\servers\rendering\renderer_scene_cull.cpp:4125)
[6] RendererSceneCull::free (C:\Users\Matheus\Downloads\Godot Source\servers\rendering\renderer_scene_cull.cpp:4181)
[7] RenderingServerDefault::_free (C:\Users\Matheus\Downloads\Godot Source\servers\rendering\rendering_server_default.cpp:60)
[8] RenderingServerDefault::free (C:\Users\Matheus\Downloads\Godot Source\servers\rendering\rendering_server_default.h:1044)
[9] EditorNode3DGizmo::clear (C:\Users\Matheus\Downloads\Godot Source\editor\plugins\node_3d_editor_gizmos.cpp:66)
[10] GeometryInstance3DGizmoPlugin::redraw (C:\Users\Matheus\Downloads\Godot Source\editor\plugins\gizmos\geometry_instance_3d_gizmo_plugin.cpp:58)
[11] EditorNode3DGizmo::redraw (C:\Users\Matheus\Downloads\Godot Source\editor\plugins\node_3d_editor_gizmos.cpp:84)
[12] Node3D::_update_gizmos (C:\Users\Matheus\Downloads\Godot Source\scene\3d\node_3d.cpp:702)
[13] call_with_variant_args_helper<Node3D> (C:\Users\Matheus\Downloads\Godot Source\core\variant\binder_common.h:309)
[14] call_with_variant_args<Node3D> (C:\Users\Matheus\Downloads\Godot Source\core\variant\binder_common.h:419)
[15] CallableCustomMethodPointer<Node3D>::call (C:\Users\Matheus\Downloads\Godot Source\core\object\callable_method_pointer.h:104)
[16] Callable::callp (C:\Users\Matheus\Downloads\Godot Source\core\variant\callable.cpp:58)
[17] CallQueue::_call_function (C:\Users\Matheus\Downloads\Godot Source\core\object\message_queue.cpp:221)
[18] CallQueue::flush (C:\Users\Matheus\Downloads\Godot Source\core\object\message_queue.cpp:270)
[19] SceneTree::physics_process (C:\Users\Matheus\Downloads\Godot Source\scene\main\scene_tree.cpp:494)
[20] Main::iteration (C:\Users\Matheus\Downloads\Godot Source\main\main.cpp:4033)
[21] OS_Windows::run (C:\Users\Matheus\Downloads\Godot Source\platform\windows\os_windows.cpp:1686)
[22] widechar_main (C:\Users\Matheus\Downloads\Godot Source\platform\windows\godot_windows.cpp:181)
[23] _main (C:\Users\Matheus\Downloads\Godot Source\platform\windows\godot_windows.cpp:206)
[24] main (C:\Users\Matheus\Downloads\Godot Source\platform\windows\godot_windows.cpp:220)
[25] WinMain (C:\Users\Matheus\Downloads\Godot Source\platform\windows\godot_windows.cpp:234)
[26] __scrt_common_main_seh (D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288)
[27] <couldn't map PC to fn name>
-- END OF BACKTRACE --
================================================================
warent commented 4 months ago

If it helps with some future investigation, I believe I got this to happen by cloning this repo: https://github.com/athillion/ProceduralPlanetGodot/ and trying to change the mesh for one of the full-screen post processor mesh instances.

As I recall, attempting to change the mesh ended up crashing Godot. Trying to isolate the issue, I deleted as much of the project as I could in order to get it to the most distilled MRP which resulted in the creation of this issue ticket.

tarunshakyawar commented 1 month ago

I am getting exactly the same error. When I install Orchestrator plug-in in a project, Godot asks me to restart itself. But when I do that, Godot crashes. Even I am on 12th Gen Intel(R) Core(TM) i7-12650H. I am completely new to Godot and scripting in general (thus, also github) so excuse me if the question is a little noobish but have any of you found a solution to this issue? Have already tried with multiple versions and combinations of Godot and Orchestrator but to no avail.

matheusmdx commented 1 month ago

@tarunshakyawar Are you sure this is the same problem you're having? This crash is related to a bug in the redering culling (and already has a pr to solve) and don't need any plugin or restart the editor to reproduce. If you're not sure i recommend you open a new issue because your crash can come from another cause.

tarunshakyawar commented 1 month ago

@matheusmdx I opened a new thread. It was an issue with the Visual C++ redistributables. I repaired all of them and voila, it works now. Thanks for your suggestion.