Open Yyote opened 10 months ago
Thanks for your report.
Without a reproducible script it's very hard to make any progress against a segfault. You mentioned a repo?
Your traceback has thread identifiers in it? Are you calling into pygame-ce from multiple threads? That's a dicey prospect, and could explain a segfault.
I will try to provide something but as for now I cannot give access to the repo. But I found out, that the segfault is caused by the linear_velocity variable I use that for some reason became nan. After adding nan to rect coordinates and trying to draw a sprite in that position it resulted in segfault. I don't know, why it happend, but checking it with math.isnan()
solved the issue for me. So most probably it is my fault and not pygame's
I’m going to reopen this for now. Regardless of the cause, if it’s actually a segfault happening in pygame-ce, it should be fixed on our end. No input should be so broken that we segfault
I'm getting the same error Fatal Python error: pygame_parachute: (pygame parachute) Segmentation Fault Python runtime state: initialized Current thread 0x00000ec8 (most recent call first):
In order not to create a new topic, I will write here. Windows 10 x64 Python 3.12.3 PyGame-CE 2.5.0.dev2 IDE: PyCharm 2024.1.1
I wrote the source code of the program manually according to the video tutorial: (https://youtu.be/Kw2xdbyxsGw?si=n0rfXrl6ZbfCpf1S) You can take all the resources for checking the error using the link from the author of the video (take only the img folder): (https://github.com/russs123/LevelEditor)
The error first occurs on line 32 (screen.blit(pine1_img, etc.)), then on line 37 (draw_bg()).
The error does not appear immediately, but after I move the image in the game to the right by pressing the right key (you need to hold it until the error appears).
The strangest thing is that the error only occurs when using the file pine1.png. I tried changing it to other files, tried duplicating them in a loop and the program works fine, but as soon as I add the file pine1.png the program immediately crashes.
Source:
import pygame as pg
pg.init()
SCREEN_WIDTH=800
SCREEN_HEIGHT=640
LOWER_MARGIN=100
SIDE_MARGIN=300
screen=pg.display.set_mode((SCREEN_WIDTH+SIDE_MARGIN, SCREEN_HEIGHT+LOWER_MARGIN))
pg.display.set_caption("Level Editor")
scroll_left:bool=False
scroll_right:bool=False
scroll=0
scroll_speed=1
pine1_img=pg.image.load("img/Background/pine1.png").convert_alpha()
pine2_img=pg.image.load("img/Background/pine2.png").convert_alpha()
mountain_img=pg.image.load("img/Background/mountain.png").convert_alpha()
sky_img=pg.image.load("img/Background/sky_cloud.png").convert_alpha()
GREEN=(144,201,120)
WHITE=(255,255,255)
RED=(200,25,25)
def draw_bg():
screen.fill(GREEN)
width=sky_img.get_width()
for x in range(4):
screen.blit(sky_img, ((x*width)-scroll,0))
screen.blit(mountain_img, ((x*width)-scroll, SCREEN_HEIGHT-mountain_img.get_height()-300))
screen.blit(pine1_img, ((x*width)-scroll, SCREEN_HEIGHT-pine1_img.get_height()-150))
screen.blit(pine2_img, ((x*width)-scroll, SCREEN_HEIGHT-pine2_img.get_height()))
run=True
while run:
draw_bg()
if scroll_left and scroll>0:
scroll-=5
if scroll_right:
scroll+=5
for event in pg.event.get():
if event.type==pg.QUIT:
run=False
if event.type==pg.KEYDOWN:
if event.key==pg.K_LEFT:
scroll_left=True
if event.key==pg.K_RIGHT:
scroll_right=True
if event.type==pg.KEYUP:
if event.key==pg.K_LEFT:
scroll_left=False
if event.key==pg.K_RIGHT:
scroll_right=False
pg.display.update()
pg.quit()
Hello, thanks for the bug report!
I cannot reproduce your issue on my standard Ubuntu 24.04 install. Perhaps it's a windows specific thing.
Your issue could be unrelated to this issue, but I feel it could be related to #2288 which should be fixed in v2.5.0.dev2 to the best of my knowledge.
Just to be sure, can you run pygame.print_debug_info()
and paste the output here?
I couldn't reproduce this locally on windows. I tried with current main and 2.5.0.dev2 from PyPI.
This segfaults for me pretty quick:
import pygame
import pygame as pg
pg.init()
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 640
LOWER_MARGIN = 100
SIDE_MARGIN = 300
screen = pg.display.set_mode((SCREEN_WIDTH + SIDE_MARGIN, SCREEN_HEIGHT + LOWER_MARGIN))
pg.display.set_caption("Level Editor")
scroll_left: bool = False
scroll_right: bool = False
scroll = 0
scroll_speed = 1
pine1_img = pg.image.load("img/Background/pine1.png").convert_alpha()
pine2_img = pg.image.load("img/Background/pine2.png").convert_alpha()
mountain_img = pg.image.load("img/Background/mountain.png").convert_alpha()
sky_img = pg.image.load("img/Background/sky_cloud.png").convert_alpha()
GREEN = (144, 201, 120)
WHITE = (255, 255, 255)
RED = (200, 25, 25)
pos_rect = pygame.FRect(float("nan"), 0.0, 100.0, 100.0)
def draw_bg():
screen.fill(GREEN)
width = sky_img.get_width()
for x in range(4):
screen.blit(sky_img, ((x * width) - scroll, 0))
pos_rect.y += scroll
screen.blit(
mountain_img,
pos_rect,
)
screen.blit(
pine1_img,
pos_rect,
)
screen.blit(pine2_img, pos_rect)
run = True
while run:
draw_bg()
if scroll_left and scroll > 0:
scroll -= 5
if scroll_right:
scroll += 5
for event in pg.event.get():
if event.type == pg.QUIT:
run = False
if event.type == pg.KEYDOWN:
if event.key == pg.K_LEFT:
scroll_left = True
if event.key == pg.K_RIGHT:
scroll_right = True
if event.type == pg.KEYUP:
if event.key == pg.K_LEFT:
scroll_left = False
if event.key == pg.K_RIGHT:
scroll_right = False
pg.display.update()
pg.quit()
The code @MyreMylar provided segfaults on my windows 10 machine quickly aswell
To be specific, without pos_rect.y += scroll
it does not segfault
simplified:
import pygame
pygame.init()
screen = pygame.display.set_mode((800, 600))
scroll_down: bool = False
scroll = 0
test_surf = pygame.Surface((1057, 398), flags=pygame.SRCALPHA)
test_surf.fill((255, 0, 0))
pos_rect = pygame.FRect(float("nan"), 201.0, 100.0, 100.0)
run = True
while run:
screen.fill((144, 201, 120))
if scroll_down:
pos_rect.y += 1.0
screen.blit(test_surf, pos_rect)
print(pos_rect)
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_DOWN:
scroll_down = True
if event.type == pygame.KEYUP:
if event.key == pygame.K_DOWN:
scroll_down = False
pygame.display.update()
If the surface is any smaller it won't segfault. It also always segfaults at 202 y-position. Requires the NaN in the position there.
It's got to be something to do with clipping as it segfaults the moment the surface overlaps the bottom of the screen.
Just to be sure, can you run
pygame.print_debug_info()
and paste the output here?Platform: Windows-10-10.0.19045-SP0 System: Windows System Version: 10.0.19045 Processor: AMD64 Family 16 Model 2 Stepping 3, AuthenticAMD Architecture: Bits: 64bit Linkage: WindowsPE
Python: CPython 3.12.3 (tags/v3.12.3:f6650f9, Apr 9 2024, 14:05:25) [MSC v.1938 64 bit (AMD64)] pygame version: 2.5.0.dev2 SDL versions: Linked: 2.30.2 Compiled: 2.30.2 SDL Mixer versions: Linked: 2.8.0 Compiled: 2.8.0 SDL Font versions: Linked: 2.22.0 Compiled: 2.22.0 SDL Image versions: Linked: 2.8.2 Compiled: 2.8.2 Freetype versions: Linked: 2.11.1 Compiled: 2.11.1
Display Driver: windows Mixer Driver: wasapi
I don’t understand why the error appears with only one file (**pine1.png**)? Why are the other images okay?
I would like to add that the author of the video does not have this error. It uses PyGame 2.0.1 and Python 3.9.0, and also works on Windows.
@MrDixioner looking at your processor AMD64 Family 16 Model 2 Stepping 3, AuthenticAMD
I noticed that it doesn't support AVX2 instructions and so will go down a different code path as most testers. I built a custom version of pygame-ce without AVX2 support and was able to reproduce your segfault locally.
The theory right now is that Yyote's segfault is about weird float values and/or huge numbers, and that yours has a different cause entirely.
Simplest reproducer yet: *worth noting that pine1.png is 1376 pixels across
import pygame
pygame.init()
screen=pygame.display.set_mode((200, 200))
pine1_img=pygame.image.load("img/Background/pine1.png").convert_alpha()
# -1372 is fine, -1373, -1374, -1375 segfaults, -1376 is fine
# experiments also revealed a region 197-199 with the same behavior.
# SSE2 code path!
screen.blit(pine1_img, (-1373, 0))
print("Done?")
@MrDixioner I've got it all figured out now in https://github.com/pygame-community/pygame-ce/pull/2896
Thank you for the report!
For you to be able to work around this, try installing pygame-ce==2.4.1
, the latest stable version. I haven't tested yet because I need to build from source to test because of my CPU, but I'm confident 2.4.1 doesn't have the problem you've run into.
I've also created a built version of my patched pygame-ce version for you to test: pygame_ce-2.5.0.dev3-cp312-cp312-win_amd64.zip
To install, download that file locally, change the file extension from zip to whl (thanks GitHub) and then pip install it directly. (i.e. pip install pygame_ce-2.5.0.dev3-cp312-cp312-win_amd64.whl
from the folder it is in.
I've also created a built version of my patched pygame-ce version for you to test: pygame_ce-2.5.0.dev3-cp312-cp312-win_amd64.zip
Yes, now everything works without errors! Thanks a lot! P.S. You're right, I have a pretty old processor :(
Environment:
Current behavior:
This issue has appeared in both original pygame and in pygame-ce.
I have a game in which some cars navigate the environment with obstacles using sensor data and they collide quite frequently with each other and with obstacles. The problem is that sometimes during collisions the program crashes. It throws
Fatal Python error: Segmentation fault
but I'm 99% sure, that it's pygame. I usemask.overlap()
function to detect collisions and when I remove parts that use this function, the program works perfectly fine. What's interesting but very confusing is that the trace points to theblit()
function. Maybe I should also mention that I rotate the sprites usingrotozoom()
and create masks from rotated images.Expected behavior:
Pixel-perfect sprite collisions using
mask.overlap()
without getting segmentation faults.Steps to reproduce:
Create a number of moving sprites and check collisions between them using the
mask.overlap()
function.Unfortunately, I cannot easily provide an adequate path to reproduce the issue as I am not sure what really causes it (except that it's part of pygame). If you are really interested, I can provide the repo with the code of my program, but it also uses ROS2 and some of its additional packages so you will be required to download them. Then the steps to reproduce are:
Stack trace/error output/other error logs
The mentioned
draw()
function: