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Error spam when game is running for a bit #230

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Animus-Surge opened this issue Dec 24, 2020 · 7 comments
Closed

Error spam when game is running for a bit #230

Animus-Surge opened this issue Dec 24, 2020 · 7 comments

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@Animus-Surge
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Describe the bug
Whenever my game has been running for... around three or four minutes, I get spammed with this error in the debug console:

E 0:02:07.145   getornull: Condition "!id_map.has(p_rid.get_data())" is true. Returned: __null
  <C++ Source>  ./core/rid.h:160 @ getornull()

I'm not sure what this is, or if this is an engine issue, so if I need to switch this over to the engine, I'll gladly do so.

To Reproduce
I don't really know, I guess create a terrain, edit it some, create a 3D player, then play the game for a few minutes.

Expected behavior
I don't want these errors to be spammed. I'm planning on adding a logging system so players can report issues that they have, and I don't want these errors to be spammed in any case.

Screenshots
I got none, sorry.

Environment

  • OS: Windows 10
  • Graphics card: Intel HD 4600 (integrated with a core i5-4760)
  • Godot version: 3.2.3
  • Plugin version: 1.5.1
  • Renderer used: GLES3
@Zylann
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Zylann commented Dec 24, 2020

There isn't much I can do with this. The reported error is too cryptic, it could be a lot of different things, some not even related to the plugin. Is this logged by the game? Or the editor? (in fact it seems hard to know, since when launched from the editor, both the game and the editor are logging to the same console :s )

Does it also happen if you launch your game without the editor, using the command line?

Perhaps debugging the engine while having a breakpoint in err_print would give some insight, but even if we have it, the calling code might not necessarily be the culprit.

For example, I recently had the same error happening in the editor on a different project, and the cause was totally unrelated to my code, if you are curious about this kind of thing: godotengine/godot#44642
In your case maybe the cause is different, but without more insight it's hard to find out.

I tried running this demo for 5 minutes: https://github.com/Zylann/godot_hterrain_demo
Nothing special happened.

@Animus-Surge
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Sorry it took a while to respond, had stuff going on.

I think the issue is being logged by the game, because when I launch it from the command line, the exact same error appears. I think it has to do with the collisions, though, because I remember having a similar error on runtime when a mesh is used to generate ConvexCollisionShapes.

@Zylann
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Zylann commented Dec 30, 2020

Well I would need reliable reproduction steps still, or a project reliably producing it. I wasn't able to find it with my own tests.

@Animus-Surge
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Alright, I can try to send over a test project of mine. It usually happens when the player moves around, so I'll see about sending over a project either later today (us eastern) or tomorrow.

@TokisanGames
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It's an engine issue, not a heightmap issue.
You can read about it here:
godotengine/godot#53374
The fix is coming here
godotengine/godot#54650

@TokisanGames
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The fix has been merged into 3.x. Please try that branch. This ticket can be closed as is not a heightmap issue at all, it's an engine issue.

godotengine/godot#54650

Also note, if your code calls VisualServer.free_rid() or PhysicsServer.free_rid() with invalid RIDs, your code can recreate this issue.

@Animus-Surge
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This ticket can be closed as is not a heightmap issue at all, it's an engine issue.

Okay. Thank you for the info

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