Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Crash changing type of multiple nodes #23853

Closed
NewNodeGames opened this issue Nov 20, 2018 · 6 comments
Closed

Crash changing type of multiple nodes #23853

NewNodeGames opened this issue Nov 20, 2018 · 6 comments

Comments

@NewNodeGames
Copy link

Godot version:

3.1 dev

OS/device including version:

Archlinux (4 GB Ram + swap)

Issue description:

Godot eats lots of ram, freezes and finally crash changing node type on multiple nodes.

Steps to reproduce:
open the reproduction project, select all grass+number nodes and try to change type. I tried change to mesh instance.

Minimal reproduction project:

node_issue.zip

@qarmin
Copy link
Contributor

qarmin commented Nov 20, 2018

This is in console log

TOTAL BYTES: 1048560
NULL count: 42672
CALL set_value: 128
CALL _request_gizmo: 144
CALL _update_callback: 25
CALL _update_minimum_size: 2
CALL _sort_children: 6
CALL _update_script_names: 1
CALL _update_tree: 143
CALL _test_update_tree: 296
CALL _update_bone_list: 1
ERROR: push_call: Message queue out of memory. Try increasing 'message_queue_size_kb' in project settings.
   At: core/message_queue.cpp:56.
Failed method: EditorPropertyInteger:_sort_children target ID: 434036

And of course, almost all console is spammed by

Object was deleted while awaiting a callback

@Xrayez
Copy link
Contributor

Xrayez commented Nov 20, 2018

Something tells me that default message queue size should be increased, I've experienced this error while developing a plugin that used a lot of signal calls (changing resource properties). Modifying multiple nodes at the same time causes these errors apparently...

@radishes
Copy link
Contributor

I ran into a similar issue while trying to simply load a certain tileset .tres file in the editor. I increased my project's message_queue_size_kb from 1024 to 102400 and it no longer occurs.

@henriiquecampos
Copy link
Contributor

This is still happening on Godot 3.2.beta1

@akien-mga akien-mga modified the milestones: 3.2, 4.0 Jan 9, 2020
@akien-mga
Copy link
Member

Related to #35653.

@akien-mga
Copy link
Member

This is no longer reproducible as is in the current 3.x branch as the operation in the steps to reproduce is now illegal:
image

I don't know if that's intentional or if that's a bug, but if the latter this is material for a new bug report.

Otherwise the original issue here is another consequence of #35653, so closing as duplicate of #35653.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging a pull request may close this issue.

6 participants