-
-
Notifications
You must be signed in to change notification settings - Fork 19.2k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Signal 11 crash with no debug info in backtrace #93862
Comments
Copied from here:
|
|
Possibly also related to the fact that the editor itself sometimes crashes while using it (~ 1-2 times/day, when not running the game). (currently building Godot debug, will return with results) |
I built Godot as debug with After that, I launched the editor through console with
Here is a full log (godot debug.log) where you can see multiple "simulations" that run and end correctly, until the last one starts before the crash. What can I do to try and narrow down the cause of this crash? |
Try running Godot using the Visual Studio debugger or WinDbg, so that you don't need to rely on Godot's crash handler to see the backtrace. |
Question: after I run the Godot editor from Visual Studio with F5, and after that I run the game with F5 from the Godot editor, do I need to re-attach Visual Studio debugger to game process, or leave it on the editor process? |
After running the Godot editor from Visual Studio and performing the test 70 times (~1 hour of it running constantly), everything worked perfectly and I was unable to reproduce the crash... Tomorrow I will build the editor and Windows templates separately, and run the test outside VS again. |
I don't remember if Visual Studio automatically attaches to the child process. I recommend passing command line arguments to the debugger so that the project runs directly instead. |
Thanks a lot guys for the guidance! I managed to get some error info while testing a custom build with
Here is the full log: godot.log You can see in it that the test ran 33 times before it crashed on attempt 34, but this is completely random, as it sometimes crashes on the first try as well. |
I mentioned in my original post that my test uses only "pure GDScript", but there is one other thing I actually use, and that is Image objects, as my game maps are stored as images so I can apply Image methods to them ( Though I cannot see something related to images in the error info. Regarding the editor crashes: does the Gogot editor itself save a log somewhere? I was unable to find one at the typical location where Godot projects keep their user files: |
const SOMETYPE = preload(...)
var somevar
# [0] Variant::reference
# [1] GDScriptInstance::get
# [2] Object::get
# [3] Variant::get_named
somevar = (someobj["somename"] as SOMETYPE).someprop |
It does not (unless you start it with |
I have this same error so, i think I can add some extra information.
|
My main concern with this rare/random crashing would be not as much the game client itself, but having a server app that needs to run reliably for days/weeks (assuming no errors in my own code). I'm not sure if this is relevant, but I also rarely get some random GDScript errors, like an "invalid access of a variable" that definitely exists, or an "invalid access of an array element" that is definitely there (I got this on an array declared directly in the script file and which is never modified). In the editor, the code would pause at such an error, but if I resume, it continues working fine. To me would appear that GDScript itself sometimes "glitches". I will get exact error messages/screenshots the next time I see one of these. |
Tested versions
Reproducible in: v4.3.beta2.official [b75f048], v4.3.beta1.official [a4f2ea9]
System information
Godot v4.3.beta2 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 32.0.15.5585) - 13th Gen Intel(R) Core(TM) i9-13900K (32 Threads)
Issue description
I am working on a game and I want to test overall stability (this is my first Godot project). The task involves running game logic code continuously in a loop for ~10 seconds to see if any issues pop up. The code is "pure GDScript" (as it would run on the server app), meaning only code from custom classes; no nodes, no audio, nothing related to visuals, no physics, etc.
When testing this, the app occasionally freezes and crashes (both when running from editor, as well as exported), with
CrashHandlerException: Program crashed with signal 11
, and the rest of the info does not seem to help in identifying the problem:What can I do to get more info about the source of the crash?
I attached the full log from running with --verbose: godot.log
I found https://github.com/Calinou/godot-debug-builds but it seems the last build is from a while back.
Steps to reproduce
I am not able to pinpoint the source of the crash.
Minimal reproduction project (MRP)
I cannot create an MRP as I do not know the source of the crash.
The text was updated successfully, but these errors were encountered: