-
-
Notifications
You must be signed in to change notification settings - Fork 22k
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
Godot mono - Crash on app shutdown: Condition "!rc_owner" is true. OR signal 11 on MacOS #89188
Comments
System information: I have a similar issue, although I use Rider instead of VS Code. Running from the Godot editor is fine, but as soon as I try to run exported project or run from within Rider — same issue with crash. Here's the MRP, it contains only a single CS script, nothing else, and still crashes. Doesn't matter whether to call Quit() in _Input or in _Notification. |
I'm getting a similar crash on macOS Sonoma 14.0. It's in Spine's Godot 4.2.2.stable.mono but I'm not reporting there as this bug already occurs in the standard engine build. It seems like during input cleanup, a destructor tries to access a dangling pointer to a mouse cursor that was already freed.
I don't think the root issue has anything to with mouse cursors, audio, or styleboxes as in #92076 - they're merely triggering it. Also looks like it's in the macOS-specific code, & probably C# - specific. Same as @fuwaneko, I'm using JetBrains Rider, and it only crashes when closing the main window from there or the macOS native executable, not from the Godot editor. |
Ok, I was able to completely prevent the crash by removing an _UnhandledInput override. Just like #83973, even an empty override triggers the crash. |
Tested versions
System information
Godot v4.2.1.stable.mono - macOS 14.1.2 - Vulkan (Forward+) - integrated Apple M1 Pro - Apple M1 Pro (10 Threads)
Issue description
Hi,
in the beginning I didn't have an issue. Two weeks ago I added an AudioStream array with 14 music tracks to my Music.cs.
Immediately the app started to crash when I close it using CMD+Q or GetTree().Quit().
When I start it from within the Godot Editor, short after closing the app, MacOS will inform me about the crash about half of the times.
When I start it from within VSCode it always hangs on closing. When I switch back to VSCode I usually see:
Sometimes I see something like this:
Sometimes it's something else.
Interestingly, when I remove my Music.cs altogether it also crashes now. But the project is much bigger now. So I guess it's gotta do something with memory complexity. It also crashes with "Condition "!rc_owner" is true." or alternatively with:
I tried it with different versions of Godot4 on MacOS... It's consistent.
There's no Problem on Windows 11 though (Godot v4.2.1.stable.mono - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Ti (NVIDIA; 31.0.15.4633) - 13th Gen Intel(R) Core(TM) i5-13600K (20 Threads))
It's probably related to #77305
Steps to reproduce
Minimal reproduction project (MRP)
I zipped a project with just one scene, one Music.cs and the 14 audio tracks which reproduces the problem. Unfortunately it's about 500Mb and it contains assets I bought in the unity asset store. So if you need it, I could give someone a link per DM, but I can't put the link here.
The text was updated successfully, but these errors were encountered: