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Godot v4.4.dev (5b52b4b) - macOS Sequoia (15.2.0) - Multi-window, 1 monitor - OpenGL 3 (Compatibility) - Apple M3 Max - Apple M3 Max (16 threads)
Issue description
The editor (and the games, surely) crash when exiting when having some GDExtensions that have callbacks.
The issue stems from this code in Object::~Object() (core/object/object.cpp) when it tries to run callbacks to GDExtensions when they have already been uninitialized.
Do you know if DebugDraw3D is using a version of godot-cpp that includes that fix? If not, then I think it'll be fixed when they update.
In any case, this is a really tricky problem, that took a lot of discussion to find an acceptable fix for. I really hope that it isn't back, and that it's just a matter of that GDExtension being on an old version of godot-cpp. :-)
akien-mga
changed the title
Unitiliazling engine singletons makes the engine try to call free callbacks to GDExtensions that are already uninitialized
Uninitializing engine singletons makes the engine try to call free callbacks to GDExtensions that are already uninitialized
Jan 14, 2025
Tested versions
Reproducible in: Godot v4.4.dev (5b52b4b)
System information
Godot v4.4.dev (5b52b4b) - macOS Sequoia (15.2.0) - Multi-window, 1 monitor - OpenGL 3 (Compatibility) - Apple M3 Max - Apple M3 Max (16 threads)
Issue description
The editor (and the games, surely) crash when exiting when having some GDExtensions that have callbacks.
The issue stems from this code in
Object::~Object()
(core/object/object.cpp) when it tries to run callbacks to GDExtensions when they have already been uninitialized.godot/core/object/object.cpp
Lines 2207 to 2214 in 5b52b4b
I experienced it about the
Time
singleton being deleted. That memdelete comes from #87635.Steps to reproduce
Minimal reproduction project (MRP)
gh#101465.zip
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