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Decoding RefCounted/Reference from binary (such as marshalls or networking) causes crash #52558
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I can confirm this on 3.4beta. The client crashes when joining, but the server doesn't crash (it displays the client connection message only). Client log with backtrace
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Crash happens in this line Line 1020 in 95162ca
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Tried running MRP on Windows 10 with 3.3.3.stable. Instead of crashing, client receives rpc with null parameter. |
In v4.0.alpha.custom_build [d1dac84], I am getting a different error (likely earlier in the chain):
This error is thrown during |
this may be related to the bug i found, if not the same thing. the same error pops up on my end in both godot 4 alpha 14 and alpha 15 as of this day. here's my own mrp, maybe it'll help track it down. on my side, |
The issue seems fixed in 4.3 dev, probably by #90693 and/or #78219.
See #65393. I'm not sure if this is a bug, since |
Godot version
3.3.3.stable
3.4.stable
v4.0.dev.custom_build [e734a7a] (2021-11-27)
v4.0.alpha.custom_build [d1dac84] (2022-06-22) (partially)
System information
Arch btw on 5.13.13-zen1-1-zen
Issue description
Put this code in any script:
extends Resource class_name Data export var best_engine: String
Put this code in
_ready
:On 3.3.3: crashes
On 3.4.4, 3.5.rc4: Prints
[Object:0]
on 3.4.4, 3.5.rc4 (segfaults if you accessbest_engine
so definitely not expected)On v4.0.dev.custom_build [e734a7a], crashes
On v4.0.alpha.custom_build [d1dac84], prints a different error
Parser Error: Class "Data" hides a global script class.
but is probably still reproducible past that.Steps to reproduce
Minimal reproduction project
Test.zip
Previous Reproduction (Networking)
Trying to send a resource to network peers.
I have set
get_tree().multiplayer.allow_object_decoding = true
However, the client crashes when receiving the object.
Same thing happens with both
NetworkedMultiplayerENet
andWebSocket*
4.0 Valgrind Result
Steps to reproduce
--server
cmdline flag.--server
cmdline flag (client).Minimal reproduction project
3.x MRP: Test5.zip
4.x MRP: Test6.zip
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