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@tool and @export_group("", "") after prefixed @export_group do crash editor #68030

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radicalaction opened this issue Oct 29, 2022 · 2 comments · Fixed by #78254
Closed

@tool and @export_group("", "") after prefixed @export_group do crash editor #68030

radicalaction opened this issue Oct 29, 2022 · 2 comments · Fixed by #78254

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@radicalaction
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Godot version

4.0.beta3

System information

Windows 10

Issue description

@tool and little sorting out with @export_group do crash editor. I don't know if I actually made a mistake and this is not how it's supposed to be used but I'm sure that it shouldn't crash the whole engine

Steps to reproduce

  1. Attach @tool script onto a scene
  2. With scene open, make a prefixed group and close it with @export_group("", "")
  3. Make another prefixed group and close it with ("", "") as well.
  4. Play around with commenting closing strings and immediately saving them
  5. Enjoy your crash

minimal project attached

Minimal reproduction project

bug.zip

@KoBeWi
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KoBeWi commented Oct 29, 2022

CrashHandlerException: Program crashed
Engine version: Godot Engine v4.0.beta.custom_build (11d74d606a442d27b060a1c3cb292a8da715ce68)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[0] VectorWriteProxy<Variant>::operator[] (C:\godot_source\core\templates\vector.h:52)
[1] GDScriptInstance::reload_members (C:\godot_source\modules\gdscript\gdscript.cpp:1706)
[2] GDScriptCompiler::_parse_class_blocks (C:\godot_source\modules\gdscript\gdscript_compiler.cpp:2606)
[3] GDScriptCompiler::compile (C:\godot_source\modules\gdscript\gdscript_compiler.cpp:2690)
[4] GDScript::reload (C:\godot_source\modules\gdscript\gdscript.cpp:914)
[5] GDScriptLanguage::reload_tool_script (C:\godot_source\modules\gdscript\gdscript.cpp:2037)
[6] ResourceFormatSaverGDScript::save (C:\godot_source\modules\gdscript\gdscript.cpp:2472)
[7] ResourceSaver::save (C:\godot_source\core\io\resource_saver.cpp:127)
[8] EditorNode::save_resource_in_path (C:\godot_source\editor\editor_node.cpp:1281)
[9] EditorNode::save_resource (C:\godot_source\editor\editor_node.cpp:1301)
[10] ScriptEditor::save_all_scripts (C:\godot_source\editor\plugins\script_editor_plugin.cpp:2478)
[11] ScriptEditorPlugin::save_external_data (C:\godot_source\editor\plugins\script_editor_plugin.cpp:4000)
[12] EditorData::save_editor_external_data (C:\godot_source\editor\editor_data.cpp:345)
[13] EditorNode::_save_scene (C:\godot_source\editor\editor_node.cpp:1823)
[14] EditorNode::_save_scene_with_preview (C:\godot_source\editor\editor_node.cpp:1680)
[15] EditorNode::_menu_option_confirm (C:\godot_source\editor\editor_node.cpp:2728)
[16] EditorNode::_menu_option (C:\godot_source\editor\editor_node.cpp:1390)
[17] call_with_variant_args_helper<EditorNode,int,0> (C:\godot_source\core\variant\binder_common.h:267)
[18] call_with_variant_args<EditorNode,int> (C:\godot_source\core\variant\binder_common.h:377)
[19] CallableCustomMethodPointer<EditorNode,int>::call (C:\godot_source\core\object\callable_method_pointer.h:105)
[20] Callable::callp (C:\godot_source\core\variant\callable.cpp:51)
[21] Object::emit_signalp (C:\godot_source\core\object\object.cpp:1046)
[22] Object::emit_signal<int> (C:\godot_source\core\object\object.h:853)
[23] PopupMenu::activate_item (C:\godot_source\scene\gui\popup_menu.cpp:1719)
[24] PopupMenu::activate_item_by_event (C:\godot_source\scene\gui\popup_menu.cpp:1641)
[25] MenuBar::shortcut_input (C:\godot_source\scene\gui\menu_bar.cpp:166)
[26] Node::_call_shortcut_input (C:\godot_source\scene\main\node.cpp:2697)
[27] SceneTree::_call_input_pause (C:\godot_source\scene\main\scene_tree.cpp:949)
[28] Viewport::push_unhandled_input (C:\godot_source\scene\main\viewport.cpp:2810)
[29] Window::_window_input (C:\godot_source\scene\main\window.cpp:1093)
[30] call_with_variant_args_helper<Window,Ref<InputEvent> const &,0> (C:\godot_source\core\variant\binder_common.h:262)
[31] call_with_variant_args<Window,Ref<InputEvent> const &> (C:\godot_source\core\variant\binder_common.h:377)
[32] CallableCustomMethodPointer<Window,Ref<InputEvent> const &>::call (C:\godot_source\core\object\callable_method_pointer.h:105)
[33] Callable::callp (C:\godot_source\core\variant\callable.cpp:51)
[34] DisplayServerWindows::_dispatch_input_event (C:\godot_source\platform\windows\display_server_windows.cpp:2128)
[35] DisplayServerWindows::_dispatch_input_events (C:\godot_source\platform\windows\display_server_windows.cpp:2093)
[36] Input::_parse_input_event_impl (C:\godot_source\core\input\input.cpp:663)
[37] Input::flush_buffered_events (C:\godot_source\core\input\input.cpp:886)
[38] DisplayServerWindows::process_events (C:\godot_source\platform\windows\display_server_windows.cpp:1835)
[39] OS_Windows::run (C:\godot_source\platform\windows\os_windows.cpp:1001)
[40] widechar_main (C:\godot_source\platform\windows\godot_windows.cpp:181)
[41] _main (C:\godot_source\platform\windows\godot_windows.cpp:203)
[42] main (C:\godot_source\platform\windows\godot_windows.cpp:217)
[43] WinMain (C:\godot_source\platform\windows\godot_windows.cpp:231)
[44] __scrt_common_main_seh (D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288)
[45] BaseThreadInitThunk
-- END OF BACKTRACE --

@ClintochX
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I ran into the same issue today, I was hoping to find someone who has already reported the bug and it's a good thing you have, thanks.

@YuriSizov YuriSizov added this to the 4.2 milestone Jul 31, 2023
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