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Rare crash when opening load menu #2078
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Here's info that should help with making a report to Godot, when going to a menu for loading that uses multithreading to load screenshots from the saves and displaying them, very rarely (usually the first time going to the menu). This is where the game froze up for me (it also quite regularly crashes in this situation instead of becoming entirely locked up): This is what it should look like if the issue isn't encountered (basically this takes just a fraction of a second): Looking at the two it seems the problematic version managed to load some but not all? So perhaps this is a race condition that is triggered when not all of the images manage to load during a single frame or something (ie. some load is still in progress while rendering tries to do something?) The game entirely locked up not even reacting to sigterm so I had to sigkill it to get it to close. I wasn't running with a debugger at the time so I only got this much logs (sadly I thought that the Godot log would contain the rest so I didn't screenshot it): I attached the game log and |
I've now started to get this pretty regularly, all the errors still look pretty much the same as before. Might be related to the update to the latest Godot version? Or changes to the background thread count? |
I've reported this to Godot: godotengine/godot#55528 let's see what happens with that, but I think I found a workaround by adding a global lock around the |
I did even more mitigation for this: #3682 |
I'll assume for now that this is mitigated well enough. |
Very rarely the game crashes for me when debugging and going to the "Load Game" menu from the main menu. I see the menu for a brief moment with the Thrive logo placeholder for the screenshots, but when the screenshots should show up the game either crashes, or starts printing that node red assert that also happens in #1282
I read in the engine documentation that multithreaded loading of images should be fine, which is what the load game menu does. But it seems to crash sometimes. So far it's always been the first time I've played thrive in a long while, so that might affect the timing enough to cause the crash.
So I think this is probably an engine bug
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