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Unicode parsing error: Invalid unicode codepoint ffffffc3 (4.0.alpha9 regression) #61756

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gregcsokas opened this issue Jun 6, 2022 · 6 comments · Fixed by #62767
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@gregcsokas
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gregcsokas commented Jun 6, 2022

Godot version

v4.0.alpha9.official.fc18891db

System information

Fedora 36, Vulkan, AMD Radeon 5700xt

Issue description

I've just imported one of my projects created in a previous alpha version of Godot 4.0, then I wanted to run it.
Black window, and crashed.

The log says:

Godot Engine v4.0.alpha9.official.fc18891db - https://godotengine.org
Vulkan API 1.2.0 - Using Vulkan Device #0: AMD - AMD RADV NAVI10

================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.0.alpha9.official (fc18891dbceace03c3867ac26c15b79cfbc673df)
Dumping the backtrace. Please include this when reporting the bug on https://github.com/godotengine/godot/issues
[1] /lib64/libc.so.6(+0x3ea70) [0x7fd2807f6a70] (??:0)
Unicode parsing error: Invalid unicode codepoint ffffffc3.

Unicode parsing error: Invalid unicode codepoint ffffffc3.

Unicode parsing error: Invalid unicode codepoint ffffffc3.

[5] /lib64/libc.so.6(+0x29550) [0x7fd2807e1550] (??:0)
[6] /lib64/libc.so.6(__libc_start_main+0x89) [0x7fd2807e1609] (??:0)
Unicode parsing error: Invalid unicode codepoint ffffffc3.

-- END OF BACKTRACE --
================================================================

After I created a new project and started merging the two projects. Then I found out, that the problem was a small setting in the rendering section.

When I deleted this, it worked as intended.

[rendering]

driver/threads/thread_model=2

Steps to reproduce

Just change the settings in Rendering -> Driver -> Threads -> Thread model from Single-Safe to Multi-Threaded

Minimal reproduction project

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@Calinou
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Calinou commented Jun 7, 2022

Can you try all previous 4.0 alphas to determine when the regression started? Note that you'll probably need to remove the .godot/ folder within the project folder between each run.

PS: Code blocks should use triple backticks like this (with an optional language name for syntax highlighting):

```gdscript
code here
```

I edited your post accordingly, but remember to do this in the future 🙂

@gregcsokas
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I checked from 1 to 9 and only the alpha 9 version is affected.
(And I had some backward compatibility issues with the alpha 1 because originally I created my project with alpha 7, but those errors are irrelevant)

@Calinou Calinou added this to the 4.0 milestone Jun 8, 2022
@Calinou Calinou changed the title Unicode parsing error: Invalid unicode codepoint ffffffc3. Unicode parsing error: Invalid unicode codepoint ffffffc3 (4.0.alpha9 regression) Jun 8, 2022
@akien-mga
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CC @bruvzg +. Changes between alpha8 and alpha9: 917fd65...d9daf38

@bruvzg
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bruvzg commented Jul 6, 2022

Unicode parsing error: Invalid unicode codepoint ffffffc3

This usually mean something is using String(c) instead of String::utf8(c), but in this case it's likely something wrong with getting symbol names (damaged stack?) and unrelated to the crash. I can't reproduce the crash on macOS with current master.

@bruvzg
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bruvzg commented Jul 6, 2022

Reproduced it on Linux, seems like it's accessing uninitiated GLManager. Will fix it in a moment. But I'm not sure why symbols are not decoded correctly, function names are ASCII, and file names seems to be already decoded as UTF-8.

@bruvzg
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bruvzg commented Jul 6, 2022

Crash should be fixed by #62767

And I guess the issue with the Unicode errors might be opposite, and addr2line (used to get symbol info) is returning filenames in some non-Unicode encoding. This is definitely is the issue with some apps on Windows, but I'm not sure how to solve it, since there's probably no reliable way to ensure external apps are returning data in specific encoding. I guess we can do something like #60920 or check LANG / LC_CTYPE environment variable.

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