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Crash when deleting any script #71713

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Chaosus opened this issue Jan 20, 2023 · 0 comments · Fixed by #71783
Closed

Crash when deleting any script #71713

Chaosus opened this issue Jan 20, 2023 · 0 comments · Fixed by #71783

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@Chaosus
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Chaosus commented Jan 20, 2023

Godot version

b2e3758

System information

Windows 11

Issue description

The editor crashing when the user attempt to delete a script (even if its not attached to an object)

crash

>	godot.windows.editor.dev.x86_64.exe!CowData<EditorFileSystemDirectory::FileInfo *>::_get_size() Line 81	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!CowData<EditorFileSystemDirectory::FileInfo *>::size() Line 131	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!CowData<EditorFileSystemDirectory::FileInfo *>::get(int p_index) Line 155	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!Vector<EditorFileSystemDirectory::FileInfo *>::operator[](int p_index) Line 93	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!EditorFileSystem::_update_script_classes() Line 1538	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!EditorFileSystem::_update_pending_script_classes() Line 1571	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!EditorFileSystem::update_file(const String & p_file) Line 1607	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!DependencyRemoveDialog::ok_pressed() Line 586	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!AcceptDialog::_ok_pressed() Line 127	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!call_with_variant_args_helper<AcceptDialog>(AcceptDialog * p_instance, void(AcceptDialog::*)() p_method, const Variant * * p_args, Callable::CallError & r_error, IndexSequence<> __formal) Line 298	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!call_with_variant_args<AcceptDialog>(AcceptDialog * p_instance, void(AcceptDialog::*)() p_method, const Variant * * p_args, int p_argcount, Callable::CallError & r_error) Line 408	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!CallableCustomMethodPointer<AcceptDialog>::call(const Variant * * p_arguments, int p_argcount, Variant & r_return_value, Callable::CallError & r_call_error) Line 105	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!Callable::callp(const Variant * * p_arguments, int p_argcount, Variant & r_return_value, Callable::CallError & r_call_error) Line 51	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!Object::emit_signalp(const StringName & p_name, const Variant * * p_args, int p_argcount) Line 1047	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!Object::emit_signal<>(const StringName & p_name) Line 858	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!BaseButton::_pressed() Line 139	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!BaseButton::on_action_event(Ref<InputEvent> p_event) Line 177	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!BaseButton::gui_input(const Ref<InputEvent> & p_event) Line 70	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!Control::_call_gui_input(const Ref<InputEvent> & p_event) Line 1749	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!Viewport::_gui_call_input(Control * p_control, const Ref<InputEvent> & p_input) Line 1334	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!Viewport::_gui_input_event(Ref<InputEvent> p_event) Line 1601	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!Viewport::push_input(const Ref<InputEvent> & p_event, bool p_local_coords) Line 2782	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!Window::_window_input(const Ref<InputEvent> & p_ev) Line 1344	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!call_with_variant_args_helper<Window,Ref<InputEvent> const &,0>(Window * p_instance, void(Window::*)(const Ref<InputEvent> &) p_method, const Variant * * p_args, Callable::CallError & r_error, IndexSequence<0> __formal) Line 293	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!call_with_variant_args<Window,Ref<InputEvent> const &>(Window * p_instance, void(Window::*)(const Ref<InputEvent> &) p_method, const Variant * * p_args, int p_argcount, Callable::CallError & r_error) Line 408	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!CallableCustomMethodPointer<Window,Ref<InputEvent> const &>::call(const Variant * * p_arguments, int p_argcount, Variant & r_return_value, Callable::CallError & r_call_error) Line 105	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!Callable::callp(const Variant * * p_arguments, int p_argcount, Variant & r_return_value, Callable::CallError & r_call_error) Line 51	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!DisplayServerWindows::_dispatch_input_event(const Ref<InputEvent> & p_event) Line 2291	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!DisplayServerWindows::_dispatch_input_events(const Ref<InputEvent> & p_event) Line 2256	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!Input::_parse_input_event_impl(const Ref<InputEvent> & p_event, bool p_is_emulated) Line 672	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!Input::flush_buffered_events() Line 897	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!DisplayServerWindows::process_events() Line 1985	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!OS_Windows::run() Line 1292	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!widechar_main(int argc, wchar_t * * argv) Line 181	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!_main() Line 203	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!main(int argc, char * * argv) Line 217	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!WinMain(HINSTANCE__ * hInstance, HINSTANCE__ * hPrevInstance, char * lpCmdLine, int nCmdShow) Line 231	C++	Symbols loaded.
 	[Inline Frame] godot.windows.editor.dev.x86_64.exe!invoke_main() Line 102	C++	Symbols loaded.
 	godot.windows.editor.dev.x86_64.exe!__scrt_common_main_seh() Line 288	C++	Symbols loaded.
 	kernel32.dll!00007ff9084126bd()	Unknown	No symbols loaded.
 	ntdll.dll!00007ff90a14dfb8()	Unknown	No symbols loaded.

Steps to reproduce

  • Create a script
  • Save scene
  • Delete the script in the FileSystem

Minimal reproduction project

TestCrash.zip

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