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Multiple crashes when using invalid code #105
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Thanks for reporting! Linked listI looked into some linked list issues, and I think most of them are caused by handling nodes which were not produced by the list itself (foreign). Since Goost implementation of linked list is heavily based on Godot's MixinThose should not be instantiated directly, but it may be possible to prevent crashes. C#No idea for now. If it's only reproducible in Goost, then yeah that's certainly an issue to fix. But this may be caused by somewhat broken GitHub Actions compilation/integration with mono, those issues might not be reproducible in stable releases. GeometryProbably should validate ranges for polygon generators. |
I'd say this is expected, the method can be used to delete an existing element from the list via element itself (since we also have to update next/prev pointers in the list). The question is: should we forbid deleting the |
Cannot reproduce. Maybe caused by other steps prior to this. |
I've stumbled upon a crash while downloading and opening mono-enabled build from GitHub Actions on Linux, and the crash was apparently caused by Godot's I haven't experienced this issue on Windows with stable release, but I have not tested stable mono releases on Linux. But I still suspect this is due to GitHub Actions setup, so this probably only affects CI builds. If someone stumbles upon this as well, feel free to fix this or open dedicated bug report, since I've fixed most of the issues reported here. |
Performing these steps crashes official stable Godot 3.3.2 builds as well:
Some other snippets crash in Goost builds, but not in Godot builds. The reason for that is likely because of different configuration settings when compiling mono (and other modules), or even different run-time differences, and I suspect the results would be the same with official Goost 1.0-stable+3.3.2 builds as well, since I'm using Godot's build scripts to replicate everything. The CI version of Goost builds from GitHub Actions could also be somewhat broken. But as evident above, this is likely something to be fixed upstream, apart from fixing mono glue generation (for which I've added CI runs recently), there's little that could be done on the module level. They also have to apply some patches for building mono runtime: https://github.com/godotengine/godot-mono-builds, so that's probably another reason for other crashes. That said, feel free to report this in Godot if you wish, referencing this issue. 🙂 |
Closing since most important issues are fixed now, the only thing I could not reproduce is If there are other issues/more clear reproduction steps, feel free to open a new bug report to keep things organized, thanks! |
I got to reproduce this, should be fixed in cb708de, see comments for rationale. |
Goost and Godot version:
Version from actions 3.4.beta.custom_build. 71e30e303
For now I can't find more(this isn't minimal code, but still should be helpful):
Out of memory(not sure about it)
Tracker
ImageFrames.load_gif_from_buffer()
crash with invalid data #108LinkedList
andListNode
crashes with invalid data #106Mixin
: Multiple crashes when using invalid code #105 (comment)GoostGeometry2D
andPolyDecomp2D
crashes with invalid data #107GodotSharp
(C#), likely Godot's issue: Multiple crashes when using invalid code #105 (comment).Engine.print_error_messages
property to disable printing errors godotengine/godot#50640The text was updated successfully, but these errors were encountered: