-
-
Notifications
You must be signed in to change notification settings - Fork 21.5k
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
gdextension: singleton causes segfault on exit (although works in runtime) #62152
Comments
My GDExtension is fairly similar and with the latest |
I am still getting a segfault in v4.0.alpha.custom_build [ebd966a] I just regenerated the extension api and gdextension too.
|
v4.0.beta.custom_build [afe1c89] Lines 1830 to 1834 in a16d362
In my case, this happens if a |
Following @nathanfranke's example on 4.0-stable, with my project, I have an issue with singletons in GDExtension that result in: Note that I am initializing the plug-in on the servers level, which may be more related to this issue. Changing it to scene level seems to fix this. |
Rebuilt current master, exported the latest API files etc. and rebuilt everything with debug symbols enabled:
This is the same location Dmitriy highlighted above. |
To anyone still experiencing this issue, would be great if you could try the PR and see if it fixes the issue for you. |
Godot version
v4.0.alpha.custom_build [4463dd9] (2022-06-17)
v4.0.alpha.custom_build [ebd966a] (2022-08-23)
System information
Arch on 5.15.46-1-lts
Issue description
"although works in runtime" means MySingleton still behaves correctly.
MySingleton.hello_singleton()
correctly prints text.Code Snippet:
Log:
Valgrind:
Note: For those curious the MRP is a copy of my (experimental) self-contained gdextension template
Steps to reproduce
scons
in the MRPMinimal reproduction project
gdextension-segfault.zip
Edit: Error is fixed now and it was unrelated.
The text was updated successfully, but these errors were encountered: