Open gelvinp opened 2 months ago
Are there more things in the call stack trace or is it just the text you posted that you get in console? Like do you have a full call stack or just this limited one ?
The rest of the stack trace was just more BUG: Unreferenced static string to 0 at: unref (core/string/string_name.cpp:129), with the different gdscript annotation names, etc. The only line referenced was string_name.cpp at line 129, so I didn't include every instance of the error.
I have seen your error in several other opened issue tickets and I think there was one mentioning a pull request for a fix or a commit from where the bug started to appear. From the source code I checked quickly , this string error message happens when trying to dispose of a String but that was already disposed, so trying to free a memory space that was previously freed, which would in any case result into a crash anyway. It would help to find what is doing the explicit call to StringName::unref() so we could identify what part of the lib is having a lil issu with its processing algo. But seems like it will be hard to find =/ I hope someone with some knowledge on this specific topic can read this issue, maybe they would instant know which part to look in the code.
Does it crash if you force using wayland instead of XWayland and/or X.org ?
Related to #93268.
Tested versions
Godot Engine v4.2.2.stable.official.15073afe3
System information
Godot v4.2.2.stable - Arch Linux #1 SMP PREEMPT_DYNAMIC Thu, 27 Jun 2024 12:26:27 +0000 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 (nvidia; 555.58) - 12th Gen Intel(R) Core(TM) i5-12600K (16 Threads)
Issue description
I've been somewhat following #75308 for a while, and I saw someone suggest that building libx11 from the official PKGBUILD (on arch linux) would be a workaround, so I should state for context that I built and installed the package earlier today. However, since then, I'm still experiencing several crashes.
The crash message I'm seeing is:
After doing some digging, it seems that some people have reported crashes with a similar error message (in #26907 for instance) when using optimus / primusrun. I'm in a similar situation I guess? I have a dedicated GPU and a CPU with integrated graphics:
However, I do not use optirun or primusrun or anything like that, so I'm not sure how closely related this is to the previous issues.
Steps to reproduce
Be running and using Godot, it seems to only crash when receiving an input like control Z to undo, or F5 to launch the game, but it happens somewhat rarely. I can't identify a repeatable series of actions to cause it to crash, it just sorta does after maybe 30-60 minutes. Often enough to where i've had maybe five or six crashes today. It crashes regardless of what project I have open, too.
Minimal reproduction project (MRP)
N/A