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Editor gets stuck at splash screen sometimes #38202

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Tooniis opened this issue Apr 25, 2020 · 12 comments · Fixed by #49661
Closed

Editor gets stuck at splash screen sometimes #38202

Tooniis opened this issue Apr 25, 2020 · 12 comments · Fixed by #49661

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@Tooniis
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Tooniis commented Apr 25, 2020

Godot version:
v3.2.1-stable

OS/device including version:
Arch Linux

Issue description:
Sometimes when I open my project in the editor, it gets stuck at the splash screen forever. Sometimes restarting the session by logging out and back in fixes it, sometimes it doesn't.

Steps to reproduce:

  1. Launch Godot
  2. Select project
  3. Editor gets stuck at the splash screen.
@Calinou
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Calinou commented Apr 25, 2020

Does it work if you resize the editor window while it appears to be frozen?

@mhilbrunner
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Do/can you run Godot from the terminal, is there any output?

@Tooniis
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Tooniis commented Apr 26, 2020

Do/can you run Godot from the terminal, is there any output?

Nope, nothing. I even tried with --verbose.

@Tooniis
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Tooniis commented Apr 26, 2020

Does it work if you resize the editor window while it appears to be frozen?

It happened again now and I tried that, but it only caused weird glitches
Screenshot from 2020-04-26 19-43-23

@rsubtil
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rsubtil commented Apr 26, 2020

Can you try running it under gdb, and when it freezes stop the program, to see where it is freezing?

@Tooniis
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Tooniis commented May 30, 2020

Can you try running it under gdb, and when it freezes stop the program, to see where it is freezing?

It happened again today. Here's the output of gdb:

Starting program: /home/yassine/Code/Source/godot-3.2.1-stable/bin/godot.x11.opt.tools.64 godot.x11.opt.tools.64
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/usr/lib/libthread_db.so.1".
[New Thread 0x7ffff7fca700 (LWP 47057)]
Godot Engine v3.2.1.stable.custom_build - https://godotengine.org
[Detaching after fork from child process 47058]
[Detaching after fork from child process 47063]
Found discrete GPU, setting DRI_PRIME=1 to use it.
Note: Set DRI_PRIME=0 in the environment to disable Godot from using the discrete GPU.
[New Thread 0x7ffff4d4b700 (LWP 47076)]
[New Thread 0x7fffe90ed700 (LWP 47077)]
[New Thread 0x7fffe88ec700 (LWP 47078)]
[New Thread 0x7fffdbfff700 (LWP 47079)]
[New Thread 0x7fffdb7fe700 (LWP 47080)]
[New Thread 0x7fffdaffd700 (LWP 47081)]
[New Thread 0x7fffda7fc700 (LWP 47082)]
[New Thread 0x7fffd9ffb700 (LWP 47083)]
[New Thread 0x7fffd97fa700 (LWP 47084)]
[New Thread 0x7fffd8ff9700 (LWP 47085)]
[New Thread 0x7fffbbfff700 (LWP 47086)]
[New Thread 0x7ffff6a88700 (LWP 47087)]
OpenGL ES 3.0 Renderer: AMD Radeon (TM) R5 M330 (HAINAN, DRM 3.36.0, 5.6.13-arch1-1, LLVM 10.0.0)
[New Thread 0x7fffe804a700 (LWP 47088)]
[New Thread 0x7fffd8077700 (LWP 47089)]
 
ERROR: load_default_certificates: Condition "default_certs != __null" is true.
   At: modules/mbedtls/crypto_mbedtls.cpp:201.
Editing project: /home/yassine/Code/Godot/yeet (::home::yassine::Code::Godot::yeet)
[Detaching after fork from child process 47092]
Godot Engine v3.2.1.stable.custom_build - https://godotengine.org
[Thread 0x7fffe804a700 (LWP 47088) exited]
OpenGL ES 3.0 Renderer: AMD Radeon (TM) R5 M330 (HAINAN, DRM 3.36.0, 5.6.13-arch1-1, LLVM 10.0.0)
 
[Thread 0x7fffd8077700 (LWP 47089) exited]
[Thread 0x7ffff6a88700 (LWP 47087) exited]
[Thread 0x7fffbbfff700 (LWP 47086) exited]
[Thread 0x7fffdaffd700 (LWP 47081) exited]
[Thread 0x7fffd9ffb700 (LWP 47083) exited]
[Thread 0x7fffda7fc700 (LWP 47082) exited]
[Thread 0x7fffd8ff9700 (LWP 47085) exited]
[Thread 0x7ffff4d4b700 (LWP 47076) exited]
[Thread 0x7fffd97fa700 (LWP 47084) exited]
[Thread 0x7fffdbfff700 (LWP 47079) exited]
[Thread 0x7ffff7fca700 (LWP 47057) exited]
[Thread 0x7fffdb7fe700 (LWP 47080) exited]
[Thread 0x7fffe90ed700 (LWP 47077) exited]
[Thread 0x7fffe88ec700 (LWP 47078) exited]

Yes, I compiled this Godot executable manually, but I've tried the flatpak version and this happens there too.

@japalekhin
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finally, something that is the same as my problem. been searching high and low for this.

in my situation, i have a VPS running Ubuntu 20.10. when i try to run the headless server i get this error and crashes(?). all i know is that it doesn't even go through my game code. it just stops right then and there.

Godot Engine v3.2.3.stable.official - https://godotengine.org
 
ERROR: load_default_certificates: Condition "default_certs != __null" is true.
   At: modules/mbedtls/crypto_mbedtls.cpp:201.

the weird thing is i also have a desktop Ubuntu 20.10 and it runs fine. so i'm thinking this is about certificates (or packages) not being installed. hope this bit of info helps.

@Calinou
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Calinou commented Feb 3, 2021

@japalekhin This sounds like a separate problem since it only affects the headless binary for you. Please open a new issue with a minimal reproduction project attached.

the weird thing is i also have a desktop Ubuntu 20.10 and it runs fine. so i'm thinking this is about certificates (or packages) not being installed. hope this bit of info helps.

Godot embeds the Mozilla certificate bundle in the binary. It doesn't use the OS' certificate bundle.

@akien-mga
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This error is a red herring, it can happen if you pass invalid arguments to the Godot binary. Most likely you're using the headless binary with wrong arguments.

$ godot thisisbogus
Godot Engine v3.2.3.stable.mageia - https://godotengine.org
OpenGL ES 3.0 Renderer: Mesa Intel(R) HD Graphics 630 (KBL GT2)
 
ERROR: load_default_certificates: Condition "default_certs != __null" is true.
   At: modules/mbedtls/crypto_mbedtls.cpp:201.

@boban-dj
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boban-dj commented May 5, 2021

Just to confirm: I got the same error when running it with godot &
Just running godot with no arguments solved this. you can close this

akien-mga added a commit to akien-mga/godot that referenced this issue Jun 16, 2021
WARNING: Hacks everywhere!

The logic in `main.cpp` is due a full rewrite as it's extremely hacky,
splitting argument parsing over several functions, with a mess of global state
and assumptions about what combinations of arguments or lack thereof should
mean in terms of what we want to read: game, editor, project manager, or
command line tools such as `--doctool`, `--export` or `--script`.

Until this is fully rewritten, this patch hacks things some more to ensure
that we don't fall back to the project manager in cases where it's not
warranted, and especially not *too late*, as it can mean that we haven't
properly initialized stuff like `EditorPaths` needed by the PM (which in turn
impacts what kind of path will be used for logs and the shader cache, etc...
the rabbit hole goes deep).

Fixes godotengine#41435.
Fixes godotengine#49392.
Fixes godotengine#49658.
Fixes godotengine#38202 (comment).
@akien-mga
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akien-mga commented Jun 16, 2021

@Tooniis You seem to be running Godot with a wrong argument, repeating the executable name:

/home/yassine/Code/Source/godot-3.2.1-stable/bin/godot.x11.opt.tools.64 godot.x11.opt.tools.64

Can you still reproduce the issue, and if so how do you run Godot exactly?

@Lecrapouille
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Lecrapouille commented Nov 25, 2021

This error is a red herring, it can happen if you pass invalid arguments to the Godot binary. Most likely you're using the headless binary with wrong arguments.

$ godot thisisbogus
Godot Engine v3.2.3.stable.mageia - https://godotengine.org
OpenGL ES 3.0 Renderer: Mesa Intel(R) HD Graphics 630 (KBL GT2)
 
ERROR: load_default_certificates: Condition "default_certs != __null" is true.
   At: modules/mbedtls/crypto_mbedtls.cpp:201.

Thank you @akien-mga, I got this issue because I modified Godot to add a third-part which needs to access to argv and argc, but it modified them, so I needed to make backups and restorations.

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