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Jolt physics using Godot/M4 on Switch2 #2101
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This may be related to godotengine/godot#110724 with the difference that I've never heard of anyone actually livelocking on this. If you have a lot more threads than you have CPUs then you might run into this message, although it should never livelock. Looking at the code I think there could be an ABA problem in I'd appreciate if you moved this ticket to the godot repository or alternatively added information to godotengine/godot#110724 as this may not be a Jolt issue at all. What would help is if you added the callstacks of all other threads when the livelock occurs (so we can see if there are any Jolt jobs still executing) and if you could look into the state of |
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I realise this is quite a specific ask but I'm having some headaches with this and could use some advice.
As the title indicates, I'm trying to get Jolt to work on the Switch inside the Godot engine. I'm using the M4 console friendly branch of Godot which disables Jolt support.. probably because of the problems I'm seeing.
I've reenabled it and I'm having what I think are probably race conditions?
It hits here:
And then, after a while and depending upon the complexity of the scene, gets stuck in an infinite loop at that WARN_PRINT ONCE - the job_index is 0xFFFFFFFF forever.
I've tried toying with 'cMaxPhysicsJobs' (upping it from 2048) but that just causes memory access crashes, so I'm thinking I need to change other things as well to get that idea to work.
Within 'FixedSizeFreeList.inl' there seems to be a lot of interesting things going on with atomics and I'm wondering if some of the logic here about what should be locked and unlocked when might not be playing nice on the switch but I'm sure people here understand the intent of this code better than I, hence my plea for help.
Does anybody know what might be going on here, is any of this familiar sounding?
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