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[Bug] Possible threadlock when using load_scene_interactive() #19

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DerLeole opened this issue Feb 5, 2024 · 2 comments
Closed

[Bug] Possible threadlock when using load_scene_interactive() #19

DerLeole opened this issue Feb 5, 2024 · 2 comments

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@DerLeole
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DerLeole commented Feb 5, 2024

The load_scene_interactive() method of the SceneManager is hardcorded to use use_sub_threads = true when calling ResourceLoader.load_threaded_request(). In the newest versions of Godot there seems to be a bug that can cause a threadlock in the resource loader that will result in infinite loading of the scene without any error.

This is likely cause by use of the preload() function shortly prior to or at the same time as ResourceLoader.load_threaded_request() with use_sub_threads = true.

See the following two GitHub issues:
godotengine/godot#85255
godotengine/godot#84012

It would be cool to add a warning somewhere in the scene manager documentation about it until its fixed and maybe give the option to set use_sub_threads = false when calling load_scene_interactive().

Thank you very much, this plugin is awesome!

@faceze
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faceze commented May 21, 2024

This seems to be the reason why I couldn't load my scene beyond the 70% mark.

@maktoobgar
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maktoobgar commented May 22, 2024

Forgot to inform you guys about it.
This is fixed now.
Sorry for taking so long.
use_sub_threads is not hard coded anymore and can be set to true if desired but by default it's value is false.

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3 participants