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I've been debugging an issue related to #64712, where the new binary token support for GDScript exports will for whatever reason randomly result in them being written to the PCK file with a new hash most of the time, despite the contents of the *.gd file being identical.
The reason for this seems to be that the contents themselves are in fact actually different. More specifically there is a gap in the written to contents at bytes 13-16, as seen here:
Since Vector::resize is what's being used there, as opposed to Vector::resize_zeroed, you will end up with 4 random bytes being written into the .gdc file, resulting in the contents (and thus the hash) being different with every export, which will be problematic for the pending patch system in #64712.
Steps to reproduce
N/A
Minimal reproduction project (MRP)
N/A
The text was updated successfully, but these errors were encountered:
Tested versions
Reproducible in 4.4.dev [4788f54]
System information
Windows 11 (10.0.22631)
Issue description
I've been debugging an issue related to #64712, where the new binary token support for GDScript exports will for whatever reason randomly result in them being written to the PCK file with a new hash most of the time, despite the contents of the
*.gd
file being identical.The reason for this seems to be that the contents themselves are in fact actually different. More specifically there is a gap in the written to contents at bytes 13-16, as seen here:
godot/modules/gdscript/gdscript_tokenizer_buffer.cpp
Lines 294 to 299 in 4788f54
Since
Vector::resize
is what's being used there, as opposed toVector::resize_zeroed
, you will end up with 4 random bytes being written into the.gdc
file, resulting in the contents (and thus the hash) being different with every export, which will be problematic for the pending patch system in #64712.Steps to reproduce
N/A
Minimal reproduction project (MRP)
N/A
The text was updated successfully, but these errors were encountered: