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

Loads of errors when i quit my app but no one indicates where in the script #84410

Closed
tlloancy opened this issue Nov 3, 2023 · 10 comments
Closed

Comments

@tlloancy
Copy link

tlloancy commented Nov 3, 2023

Godot version

4.1.2

System information

Windows 10

Issue description

ERROR: BUG: Unreferenced static string to 0: Physics2DConstraintSolveIslands
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: Physics2DConstraintSetup
   at: unref (core/string/string_name.cpp:129)
ERROR: BUG: Unreferenced static string to 0: @export
   at: unref (core/string/string_name.cpp:131)
ERROR: BUG: Unreferenced static string to 0: @export_multiline
   at: unref (core/string/string_name.cpp:131)
ERROR: BUG: Unreferenced static string to 0: @export_range
   at: unref (core/string/string_name.cpp:131)
ERROR: BUG: Unreferenced static string to 0: @warning_ignore
   at: unref (core/string/string_name.cpp:131)
ERROR: BUG: Unreferenced static string to 0: @icon
   at: unref (core/string/string_name.cpp:131)
ERROR: BUG: Unreferenced static string to 0: Variant
   at: unref (core/string/string_name.cpp:129)
ERROR: Pages in use exist at exit in PagedAllocator: N7Variant5Pools11BucketLargeE
   at: ~PagedAllocator (./core/templates/paged_allocator.h:170)
ERROR: Pages in use exist at exit in PagedAllocator: N7Variant5Pools12BucketMediumE
   at: ~PagedAllocator (./core/templates/paged_allocator.h:170)
ERROR: Pages in use exist at exit in PagedAllocator: N7Variant5Pools11BucketSmallE
   at: ~PagedAllocator (./core/templates/paged_allocator.h:170)
ERROR: BUG: Unreferenced static string to 0: GodotPhysicsDirectSpaceState2D
   at: unref (core/string/string_name.cpp:131)
ERROR: BUG: Unreferenced static string to 0: interface_added
   at: unref (core/string/string_name.cpp:131)
ERROR: BUG: Unreferenced static string to 0: gui_focus_changed
   at: unref (core/string/string_name.cpp:131)
ERROR: BUG: Unreferenced static string to 0: frame_pre_draw
   at: unref (core/string/string_name.cpp:131)
ERROR: BUG: Unreferenced static string to 0: frame_post_draw
   at: unref (core/string/string_name.cpp:131)
ERROR: BUG: Unreferenced static string to 0: SceneReplicationInterface
   at: unref (core/string/string_name.cpp:131)
ERROR: BUG: Unreferenced static string to 0: AudioEffectRecordInstance
   at: unref (core/string/string_name.cpp:131)
ERROR: BUG: Unreferenced static string to 0: process_frame
   at: unref (core/string/string_name.cpp:131)
ERROR: BUG: Unreferenced static string to 0: physics_frame
   at: unref (core/string/string_name.cpp:131)
ERROR: BUG: Unreferenced static string to 0: SceneCacheInterface
   at: unref (core/string/string_name.cpp:131)
ERROR: BUG: Unreferenced static string to 0: SceneRPCInterface
   at: unref (core/string/string_name.cpp:131)
ERROR: BUG: Unreferenced static string to 0: fallback_changed
   at: unref (core/string/string_name.cpp:131)
ERROR: BUG: Unreferenced static string to 0: button_down
   at: unref (core/string/string_name.cpp:131)
ERROR: BUG: Unreferenced static string to 0: button_up
   at: unref (core/string/string_name.cpp:131)
ERROR: BUG: Unreferenced static string to 0: child_exiting_tree
   at: unref (core/string/string_name.cpp:131)
ERROR: BUG: Unreferenced static string to 0: child_entered_tree
   at: unref (core/string/string_name.cpp:131)

Steps to reproduce

Close the app. (I recently passed the app from godot 3.5.1 to godot 4.1.2)

Minimal reproduction project

N/A

@AThousandShips
Copy link
Member

These bugs aren't in scripts, it's a leak of StringNames, due to some internal bug

Can you please try this with a supported version, like 4.1.3 (only the latest patch version is supported, and it might already be fixed)

@tlloancy
Copy link
Author

tlloancy commented Nov 3, 2023

just to add when i use --verbose i get this

Orphan StringName: variant_booleanize
Orphan StringName: string_new_with_utf8_chars_and_len
Orphan StringName: OP_MODULE
Orphan StringName: KEY_SYSREQ
Orphan StringName: file_access_store_buffer
Orphan StringName: PROPERTY_HINT_NONE
Orphan StringName: string_operator_index_const
Orphan StringName: dictionary_operator_index
Orphan StringName: PROPERTY_USAGE_DEFERRED_SET_RESOURCE
Orphan StringName: _make_custom_tooltip
Orphan StringName: INLINE_ALIGNMENT_TO_BASELINE
Orphan StringName: JOY_BUTTON_DPAD_LEFT

[edit] the list is non exhaustive

@AThousandShips
Copy link
Member

AThousandShips commented Nov 3, 2023

Thank you for reporting, closing as a duplicate of:

@AThousandShips AThousandShips marked this as a duplicate of #81056 Nov 3, 2023
@tlloancy
Copy link
Author

tlloancy commented Nov 3, 2023

These bugs aren't in scripts, it's a leak of StringNames, due to some internal bug

Can you please try this with a supported version, like 4.1.3 (only the latest patch version is supported, and it might already be fixed)

4.1.3 been released ?

@AThousandShips
Copy link
Member

4.1.3 been released ?

Yes, yesterday

But please see the other issue, which occurs on 4.2.dev as well

@tlloancy
Copy link
Author

tlloancy commented Nov 3, 2023

yes i just saw that it's more an informative bug

a more annoying one is this one do i need to open a new issue ?

ERROR: 1 RID allocations of type 'N18RendererCanvasCull4ItemE' were leaked at exit.
WARNING: ObjectDB instances leaked at exit (run with --verbose for details).
     at: cleanup (core/object/object.cpp:2047)
Leaked instance: GDScriptNativeClass:-9223014145819934213
Leaked instance: GDScript:-9222511119250226071 - Resource path: res://Client/Client.gd
Leaked instance: Object:914793674310766
Leaked instance: Control:914243918496880 - Node name:
Hint: Leaked instances typically happen when nodes are removed from the scene tree (with `remove_child()`) but not freed (with `free()` or `queue_free()`).
ERROR: Resources still in use at exit (run with --verbose for details).
   at: clear (core/io/resource.cpp:489)
Resource still in use: res://Client/Client.gd (GDScript)

Only thing i am thinking is i open a thread at ready and here is what i do at exit :

func _exit_tree() -> void:
	thread.wait_to_finish()

Again this issue seems new i don't remember having it at godot 3 or if it is the case my mistake

@tlloancy
Copy link
Author

tlloancy commented Nov 3, 2023

4.1.3 been released ?

Yes, yesterday

But please see the other issue, which occurs on 4.2.dev as well

Thanks i will gladly download it

@AThousandShips
Copy link
Member

This has been closed though, so no need to verify it, as it has probably been solved in a few PRs, and 4.2 will be (largely) free of this, AFAIK.

@AThousandShips
Copy link
Member

a more annoying one is this one do i need to open a new issue ?

Please search for existing issues first, otherwise you can open one if you are sure it is a bug and not an error on your side

@tlloancy
Copy link
Author

tlloancy commented Nov 3, 2023

Still present in 4.1.3 but as you said 4.2 will probably get rid of it

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

No branches or pull requests

2 participants