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A fatal error occurs shortly after I clear a ItemList that contains metadata (the data being a custom class that inherits Node), though not immediately on the clear. I've attempted reproducing in a test project with no luck. If I move this clear to a different point in the script it no longer occurs.
Godot Engine v4.4.dev7.mono.official.46c8f8c5c - https://godotengine.org
Vulkan 1.3.274 - Forward+ - Using Device #0: AMD - AMD Radeon RX 7900 XT (RADV NAVI31)
ERROR: Condition "status < 0" is true. Returning: ERR_CANT_OPEN
at: init_output_device (drivers/alsa/audio_driver_alsa.cpp:90)
WARNING: All audio drivers failed, falling back to the dummy driver.
at: initialize (servers/audio_server.cpp:247)
WARNING: Godot 3.x SpatialMaterial remapped parameter not found: flags_world_triplanar
at: _set (scene/resources/material.cpp:3650)
WARNING: Camera2D overridden to physics process mode due to use of physics interpolation.
at: _update_process_callback (scene/2d/camera_2d.cpp:92)
WARNING: Nodes with non-equal opposite anchors will have their size overridden after _ready().
If you want to set size, change the anchors or consider using set_deferred().
at: _set_size (scene/gui/control.cpp:1443)
WARNING: Nodes with non-equal opposite anchors will have their size overridden after _ready().
If you want to set size, change the anchors or consider using set_deferred().
at: _set_size (scene/gui/control.cpp:1443)
ERROR: FATAL: Index p_index = 0 is out of bounds (size() = 0).
at: get (./core/templates/cowdata.h:214)
================================================================
handle_crash: Program crashed with signal 4
Engine version: Godot Engine v4.4.dev7.mono.official (46c8f8c5c5874c7c56ea5b1384259de9402d3449)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /usr/lib/dotnet/shared/Microsoft.NETCore.App/8.0.11/libcoreclr.so(+0x5dd281) [0x7abd3a9dd281] (??:0)
[2] /lib/x86_64-linux-gnu/libc.so.6(+0x42520) [0x7abd75a42520] (??:0)
[3] /home/michaelgooch/GameDev/Godot/Godot_Current/Godot_v4.4-dev7_mono_linux.x86_64() [0x2a63c5d] (??:0)
[4] /home/michaelgooch/GameDev/Godot/Godot_Current/Godot_v4.4-dev7_mono_linux.x86_64() [0x28b72ff] (??:0)
[5] /home/michaelgooch/GameDev/Godot/Godot_Current/Godot_v4.4-dev7_mono_linux.x86_64() [0x2910e15] (??:0)
[6] /home/michaelgooch/GameDev/Godot/Godot_Current/Godot_v4.4-dev7_mono_linux.x86_64() [0x2911fb6] (??:0)
[7] /home/michaelgooch/GameDev/Godot/Godot_Current/Godot_v4.4-dev7_mono_linux.x86_64() [0x293debc] (??:0)
[8] /home/michaelgooch/GameDev/Godot/Godot_Current/Godot_v4.4-dev7_mono_linux.x86_64() [0x4dc3cab] (??:0)
[9] /home/michaelgooch/GameDev/Godot/Godot_Current/Godot_v4.4-dev7_mono_linux.x86_64() [0x4ccdbd] (??:0)
[10] /home/michaelgooch/GameDev/Godot/Godot_Current/Godot_v4.4-dev7_mono_linux.x86_64() [0x436da93] (??:0)
[11] /home/michaelgooch/GameDev/Godot/Godot_Current/Godot_v4.4-dev7_mono_linux.x86_64() [0x436f94f] (??:0)
[12] /home/michaelgooch/GameDev/Godot/Godot_Current/Godot_v4.4-dev7_mono_linux.x86_64() [0x4d48f8] (??:0)
[13] /home/michaelgooch/GameDev/Godot/Godot_Current/Godot_v4.4-dev7_mono_linux.x86_64() [0x41d383] (??:0)
[14] /lib/x86_64-linux-gnu/libc.so.6(+0x29d90) [0x7abd75a29d90] (??:0)
[15] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0x80) [0x7abd75a29e40] (??:0)
[16] /home/michaelgooch/GameDev/Godot/Godot_Current/Godot_v4.4-dev7_mono_linux.x86_64() [0x446e6a] (??:0)
-- END OF BACKTRACE --
================================================================
funcadd_or_remove_selected_card_holder(target : CardHolder) ->void:
selected_card_holders.append(target)
card_holder_target_selected.emit(target)
targeting_action.set_card_holder_target(selected_card_holders)
_finish_targeting() #Crashes shortly after here. Script is not really doing anything after this. Nothing touches the item list after thisfunc_finish_targeting() ->void:
card_holder_list.clear() #If this is commented out/moved, it no longer crashes. finished_targeting.emit(true)
Steps to reproduce
I get the crash 100% in my project in this exact set-up, but can't find a way to reproduce it outside this specific context unfortunately.
Minimal reproduction project (MRP)
Haven't been able to make a MRP yet.
The text was updated successfully, but these errors were encountered:
If you would be willing to share your project with me as-is I'd be happy to have a look at it. I'm hp on the Godot contributors chat, or you can reach me via email on [email protected], you should also feel free to add me to your github repository if that is easy.
Your code will of course be deleted once the bug is fixed, unless you'd let me hang on to it for future (bug) testing.
When an ItemList changes in response to a UI event on that ItemList we
could now potentially have an out of date index into the ItemList
cached.
After the signal gets emited we now re-check the index and the state of
the list of items.
This fixesgodotengine#100663
hpvb
linked a pull request
Dec 21, 2024
that will
close
this issue
Tested versions
System information
Godot v4.4.dev7.mono - Pop!_OS 22.04 LTS on X11 - X11 display driver, Multi-window, 2 monitors - Vulkan (Forward+) - dedicated AMD Radeon RX 7900 XT (RADV NAVI31) - AMD Ryzen 7 5800X3D 8-Core Processor (16 threads)
Issue description
A fatal error occurs shortly after I clear a ItemList that contains metadata (the data being a custom class that inherits Node), though not immediately on the clear. I've attempted reproducing in a test project with no luck. If I move this clear to a different point in the script it no longer occurs.
Steps to reproduce
I get the crash 100% in my project in this exact set-up, but can't find a way to reproduce it outside this specific context unfortunately.
Minimal reproduction project (MRP)
Haven't been able to make a MRP yet.
The text was updated successfully, but these errors were encountered: