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Inconsistent combination of tilemap and audio player crashes release build when changing/reloading scenes #81612

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Tracked by #76797
yoont4 opened this issue Sep 13, 2023 · 0 comments

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@yoont4
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yoont4 commented Sep 13, 2023

Godot version

v4.1.1.stable.official [bd6af8e]

System information

Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3090 (NVIDIA; 31.0.15.3699) - AMD Ryzen Threadripper 3970X 32-Core Processor (64 Threads)

Issue description

I am running into a strange issue where a seemingly arbitrary tilemap size causes a crash when calling reload_current_scene(). This happens only on release builds of the project; debug builds and running it in editor works perfectly fine. I have an autoloaded AudioStreamPlayer for playing music which also seems to increase the chance of crash by a noticeable amount, but it does not guarantee a crash either.

If I run it using gdb, it seems to prevent the crash as well. It spits out a ERROR: Condition "slot >= slot_max" is true. Returning: nullptr error, but this doesn't seem to impact whether it crashes or not, as it happens whether I have a tilemap or not, and if it's a functioning size or not.

A screenshot of a working tilemap size:
image

One that breaks it:
image

It's also not a hard cutoff to crash; it seems below a certain size, it never crashes, and then it increases likelihood to crash as it grows.

I wanted to see if there was any insight before trying to get a minimal repro for this, as it has been a PITA to narrow down. I don't mind uploading the full project where it is crashing if that is okay.

Steps to reproduce

  1. Will add repro-steps with minimal reproduction project if needed.

Minimal reproduction project

Can add if needed

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