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Console errors on the 4.0 Web editor #65702
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- Don't warn about minimized/maximized modes not being available. - Blender and FBX export both depend on running thirdparty applications, which can't be done (easily at least) for Web and Android editors. - Editor theme complained about not being able to retrieve texture data for an icon. It was only used once so instead of flipping at runtime, let's just add a flipped icon. Part of godotengine#65702.
Now the editor can be started, but it still has a number of issues:
Here's an updated list of the warnings and errors raised as of Chromium 107.0.5304.87 and a custom dev build of the web editor as of 140f039. So now we also have detailed stacktraces, click "details" to expand each. Sorry in advance for the lengthy email notification. Some of these are low hanging fruits which I think we should aim to solve first so that we can get a clearer view of the actual errors as we progress towards having the Web editor actually usable. CC @Faless @dsnopek We might also want to improve on the verbosity/clarity of the stacktraces if we can. Project managerOpening PM
Seems to come from our use of the ThorVG library to render SVG (theme, icons).
Starting a project
Immediately followed by:
EditorSame "Blocking on main thread" error from ThorVG.
Fair enough, maybe we can disable this warning as it's not something the user can do anything about.
Same, a bit spammy for the web editor to get this raised as an error. Maybe we can actually get those warnings shown as warnings in the dev console instead of errors? So it's clearer what is breaking and what isn't.
The backtrace shows that this comes from
We should simply skip those importers in the Web and Android editors as they're not going to be usable.
Then another refusal to spawn a new thread, this time from And then (skipping more errors because too much output?):
Running a project from the editorTrying to run the main scene of an edited project fails. Plenty more errors about Just before the process starts:
Then some info messages:
The process ends abruptly, I wonder if it's just because of the above invalid debug host. And more thread blocking issue, but this time it's not about ThorVG:
And more asserts failing on close:
|
Testing out which seems to finally work: https://editor.godotengine.org/releases/4.0.beta6/godot.editor.html web_editor.mp4.web.mp4Some notes/comments on fixing the error spam:
This seems solved (likely #68292)
We should probably think about disabling fake TCP sockets completely. For the LSP server, we should simply not start it on the Web I guess, and for the debug server, we would likely need a "MessagePort" implementation for it, but since it will also require some some time (
This should say, "skipping audio output frame".
Also the debugger, I think the web can actually implement |
Maybe #70652 ? |
It now runs fine, and lets users select the GL Compatibility renderer. I'll make another tweak so that it doesn't actually show the Forward+ and Mobile renderers at all. The issue can be kept to assess the remaining errors in the console, but it's not blocking anymore for using the Web editor. |
Godot version
4.0.alpha (f211869)
System information
Mageia 9 Linux, x86_64 | Firefox Nightly 106 and Chromium 105
Issue description
I made a test build of the Web editor for 4.0 from the current
master
(f211869)), nicknamed "4.0 alpha 16.2": https://editor.godotengine.org/releases/4.0.alpha16.2/The project manager works fine, but editing a project doesn't work properly (black screen).
I get these errors in the log in Chromium, but Firefox has similar errors (grouped manually for readability):
Steps to reproduce
Minimal reproduction project
No response
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