Skip to content
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

Possible cyclic resource inclusion for .cs files #27257

Closed
adikhel opened this issue Mar 20, 2019 · 17 comments
Closed

Possible cyclic resource inclusion for .cs files #27257

adikhel opened this issue Mar 20, 2019 · 17 comments

Comments

@adikhel
Copy link

adikhel commented Mar 20, 2019

Godot version:

Godot version 3.1

OS/device including version:

Windows 10 Desktop

Issue description:

I get possible cyclic resource inclusion for a .cs file. If I execute the project, it crashes Godot. The filename is same in Godot and the Windows File Directory.

Steps to reproduce:

Minimal reproduction project:

Godot Engine v3.1.stable.mono.official
(c) 2007-2019 Juan Linietsky, Ariel Manzur & Godot Contributors.
Switch Scene Tab
Another resource is loaded from path: res://Scripts/Main.cs (possible cyclic resource inclusion)
Switch Scene Tab
Switch Scene Tab
Another resource is loaded from path: res://Scripts/Main.cs (possible cyclic resource inclusion)
@akien-mga akien-mga added this to the 3.2 milestone Apr 3, 2019
@neikeq
Copy link
Contributor

neikeq commented Apr 3, 2019

Can't do much without at least an example project and the steps to reproduce the issue.
The error message suggests it could be related to #17044 or #10946. No idea what the crash could be without a backtrace or information on how to reproduce it.

@nathanjwtx
Copy link

nathanjwtx commented Apr 30, 2019

This happens to me a lot but without any seeming consistency.

(https://github.com/nathanjwtx/Jungle-Jump/tree/move_and_slide_snap

Try making changes to SetMoveSlide(bool platform) in Player.cs, saving, and then switching back to the editor. It's been crashing/freezing a lot since I added that method.

core/resource.cpp:79 - Condition ' exists ' is true appears in the editor Output window. Sometimes it resolves itself other times not.

Godot 3.1.1 stable/Windows 10/VS Code/C#/NVidia GTX 1050/OpenGL ES 3.0/Godot running on GPU

@nathanjwtx
Copy link

Godot has crashed on me nearly 2 dozen times today. I've now started seeing this error crop up:

ERROR: Another resource is loaded from path: res://player_animated.cs (possible cyclic resource inclusion)
   At: core/resource.cpp:79
ERROR: crop_from_point: Condition ' p_width <= 0 ' is true.
   At: core/image.cpp:965
erasing C:/Users/Nathan/Godot/Moving Platforms/.mono/metadata/scripts_metadata.editor

If there's any file that I can attach then please let me know how to find it. It really doesn't like me switching between external editor and main Godot window although I have had one back to back crash today; crash, restart, instantly froze again.

@nathanjwtx
Copy link

nathanjwtx commented May 5, 2019

Don't know if this log file helps or not

2019_05_05 09.11.15 (6340).txt

2019_05_05 09.28.43 (20852).txt

@larpon
Copy link
Contributor

larpon commented Jun 4, 2019

I'm getting these when loading the same resource from different Threads with both:
ResourceLoader.load_interactive(path)
and:
ResourceLoader.load(path)
Switching to loading the Resource once and using Resource::duplicate(...) worked for me

@Spartan322
Copy link
Contributor

Spartan322 commented Oct 14, 2019

I've been getting

ERROR: set_path: Another resource is loaded from path: res://Source/Unit/SelectableGroup.cs (possible cyclic resource inclusion)
   At: core/resource.cpp:79.
ERROR: set_path: Condition ' exists ' is true.
   At: core/resource.cpp:79.

or

Mono: Unloading scripts domain...
ERROR: get_class: Condition ' !loaded ' is true. returned: __null
   At: modules/mono/mono_gd/gd_mono_assembly.cpp:376.
ERROR: get_class: Condition ' !loaded ' is true. returned: __null
   At: modules/mono/mono_gd/gd_mono_assembly.cpp:376.

in verbose logging whenever my C# files are changed outside of Godot, it doesn't tend to crash Godot but instead freezes the engine. In this case I then need to kill it via a task manager. I'm using Linux with the official 3.1.1 mono release.

@Zireael07
Copy link
Contributor

@Spartan322 : I believe that's a separate issue?

@Spartan322
Copy link
Contributor

Spartan322 commented Oct 15, 2019

Maybe, it would help if I could actually get more verbose logging from Godot regarding Mono intercommunication, the only other thing I have is the Mono logs and Mono itself isn't the problem. (if it was I could at least maybe figure out what I'm doing wrong, but nothing I've done is beyond normal C#) Also the reason I'm unsure is that its a shared error with two other reports on this issue, if they're not associated with this issue (which we can't even determine) then I'm not the first to have these types of issues and I'm unsure where to put it and even more I'm not even sure how to report it better. Even weirder is I've yet to experience this problem inside Godot's text editor. Which suggests its Godot managing Mono very poorly at least regarding in the core/resource calls that error out. Also its a bit annoying that I can randomly get possible cyclic resource inclusion and set_path: Condition ' exists ' is true. separately despite firing for the same problem, they don't really explain an issue very well. (especially since running from Mono is suppose to keep from cyclical dependency issues and it works if I simply don't save outside Godot)

@Torguen
Copy link

Torguen commented Nov 18, 2019

I am also getting this error.
If there is anything I can do to help I will be delighted.

1

@akien-mga akien-mga changed the title Possible cyclic resource inclusion Possible cyclic resource inclusion for .cs files Jan 15, 2020
@akien-mga
Copy link
Member

Is this still reproducible in current 3.2 builds?

Note that this issue should stay about possible cycle resource inclusion for .cs files.

If you experience it with different kinds of files (e.g. .png files, which I've seen every now and then without clear explanations), please open another issue.

@Torguen
Copy link

Torguen commented Jan 15, 2020

I continue to experience this error (3.2 beta 6 mono).
It happens when I edit the code of my .cs file and save the file, then when I activate the Godot window, the message appears:
1

1

1

@neikeq
Copy link
Contributor

neikeq commented Jan 16, 2020

This looks the same as either #10946 or #17044.

@neikeq
Copy link
Contributor

neikeq commented Jan 19, 2020

I'm changing the label as this is not a bug with the mono module but with godot core. And it may be a duplicate of the issues I mentioned.

@neikeq neikeq removed their assignment Jan 19, 2020
@akien-mga
Copy link
Member

Closing as duplicate of #10946 then.

@akien-mga akien-mga modified the milestones: 3.2, 4.0 Jan 22, 2020
@Torguen
Copy link

Torguen commented Jan 22, 2020

It has been passed to milestone 4.0
I guess this is nothing serious.

@markdibarry
Copy link
Contributor

Still present in 4.0 alpha

@Calinou
Copy link
Member

Calinou commented Jan 25, 2022

@markdibarry Please open a new issue with a minimal reproduction project attached.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests