Godot: Godot crash after starting of the game written in C#

Created on 12 Oct 2019  路  6Comments  路  Source: godotengine/godot

Godot version: 3.2 alpha, mono editation

OS/device including version: Windows 10 Pro, 64 bit, Mono 6.0.0.327

Issue description: The Godot editor crashing after started a project which contains C# script

Steps to reproduce:

  1. Create an empty project
  2. Create 2D root, then move the godot icon to the scene
  3. Create an empty C# script for the sprite
  4. Run the application

Excepted result: the appliaction started while the editor is still running in the background
Current result: the application is running, but the editor closed

Mono: Logfile is: C:\Users\Attil\AppData\Roaming/Godot/mono/mono_logs/2019_10_12 04.04.19 (1784).txt
erasing C:\Users\Attil\AppData\Roaming/Godot/projects/Test-f6e0f5245ac74c1e0b3cb7291f561167/filesystem_update4
Running: C:\Users\Attil\Bin\Godot\godot.exe --path C:/Users/Attil/Src/godot/Test --remote-debug 127.0.0.1:6007 --allow_focus_steal_pid 1784 --position 448,240
WARNING: _open: Case mismatch opening requested file 'godot.exe', stored as 'Godot.exe' in the filesystem. This file will not open when exported to other case-sensitive platforms.
     At: drivers/windows/file_access_windows.cpp:105
Godot Engine v3.2.alpha2.mono.official - https://godotengine.org
ERROR: get_class: Condition ' !loaded ' is true. returned: __null
   At: modules/mono/mono_gd/gd_mono_assembly.cpp:380
ERROR: Mono Cache: Member GDMonoUtils::mono_cache.class_Vector2 is null.
   At: modules/mono/mono_gd/gd_mono_utils.cpp:226
OpenGL ES 3.0 Renderer: GeForce GTX 1060 6GB/PCIe/SSE2
ERROR: get_class: Condition ' !loaded ' is true. returned: __null
   At: modules/mono/mono_gd/gd_mono_assembly.cpp:380
ERROR: Mono Cache: Member GDMonoUtils::mono_cache.class_Vector2 is null.
   At: modules/mono/mono_gd/gd_mono_utils.cpp:226
ERROR: _load_api_assemblies: The loaded assembly 'GodotSharp' is in sync, but the cache update failed.
   At: modules/mono/mono_gd/gd_mono.cpp:888
ERROR: _load_api_assemblies: FATAL: Method/Function Failed.
   At: modules/mono/mono_gd/gd_mono.cpp:897

=================================================================
        Native Crash Reporting
=================================================================
Got a SIGILL while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.
=================================================================

=================================================================
        Managed Stacktrace:
=================================================================
=================================================================

Minimal reproduction project:
Any project with C# script. The pure GDScript projects seems Ok.

bug confirmed crash high priority regression mono

Most helpful comment

xkcd's Fixing Problems

All 6 comments

Godot version: 3.2 alpha, mono editation

Which alpha build?

Yeah, the editor crashes on 3.2 alpha 2 mono

With current Master: https://github.com/godotengine/godot/commit/3ca1296b8c12ca52d7fc76ea9f853e8a3c8867d3

OS/device including version: Windows 10 Pro, 64 bit
With latest mono: mono-6.9.0.46
Issue description: same as OP
Current result: the application is running, console is running, but the editor crashed. When closing the application, the console is also closing.

api_hash_cache.cfg of the application:

[core]
modified_time=1570877532
bindings_version=9
cs_glue_version=1568880643
api_hash=8474416435343295487

[editor]
modified_time=1570877532
bindings_version=9
cs_glue_version=1568880643
api_hash=-2677206446534102906

Console output before closing:

Running: D:\GitHub\godot\bin\godot.windows.opt.tools.64.mono.exe --path C:/Users/Selene/Documents/Godot/asdascxycyxc --remote-debug 127.0.0.1:6007 --allow_focus_steal_pid 5728 --position 10,500
Godot Engine v3.2.alpha.mono.custom_build.3ca1296b8 - https://godotengine.org
OpenGL ES 2.0 Renderer: GeForce GT 540M/PCIe/SSE2
ERROR: GDMonoAssembly::get_class: Condition ' !loaded ' is true. returned: 0
   At: modules\mono\mono_gd\gd_mono_assembly.cpp:380
ERROR: Mono Cache: Member GDMonoUtils::mono_cache.class_Vector2 is null.
   At: modules\mono\mono_gd\gd_mono_utils.cpp:226
ERROR: GDMonoAssembly::get_class: Condition ' !loaded ' is true. returned: 0
   At: modules\mono\mono_gd\gd_mono_assembly.cpp:380
ERROR: Mono Cache: Member GDMonoUtils::mono_cache.class_Vector2 is null.
   At: modules\mono\mono_gd\gd_mono_utils.cpp:226
ERROR: GDMono::_load_api_assemblies: The loaded assembly 'GodotSharp' is in sync, but the cache update failed.
   At: modules\mono\mono_gd\gd_mono.cpp:888
ERROR: GDMono::_load_api_assemblies: FATAL: Method/Function Failed.
   At: modules\mono\mono_gd\gd_mono.cpp:897
CrashHandlerException: Program crashed

Dumping the backtrace. Please include this when reporting the bug on https://github.com/godotengine/godot/issues
Mono: Logfile is: C:\Users\Selene\AppData\Roaming/Godot/mono/mono_logs/2019_10_12 12.24.32 (7212).txt
[0] GDMono::_load_api_assemblies (D:\GitHub\godot\modules\mono\mono_gd\gd_mono.cpp:897)
[1] GDMono::reload_scripts_domain (D:\GitHub\godot\modules\mono\mono_gd\gd_mono.cpp:1033)
[2] CSharpLanguage::reload_assemblies (D:\GitHub\godot\modules\mono\csharp_script.cpp:827)
[3] MethodBind1<_GodotSharp,bool>::call (D:\GitHub\godot\core\method_bind.gen.inc:867)
[4] Object::call (D:\GitHub\godot\core\object.cpp:921)
[5] MessageQueue::_call_function (D:\GitHub\godot\core\message_queue.cpp:253)
[6] MessageQueue::flush (D:\GitHub\godot\core\message_queue.cpp:319)
[7] SceneTree::idle (D:\GitHub\godot\scene\main\scene_tree.cpp:529)
[8] Main::iteration (D:\GitHub\godot\main\main.cpp:1978)
[9] OS_Windows::run (D:\GitHub\godot\platform\windows\os_windows.cpp:3015)
[10] widechar_main (D:\GitHub\godot\platform\windows\godot_windows.cpp:162)
[11] _main (D:\GitHub\godot\platform\windows\godot_windows.cpp:186)
[12] main (D:\GitHub\godot\platform\windows\godot_windows.cpp:196)
[13] __scrt_common_main_seh (d:\agent\_work\3\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288)
[14] BaseThreadInitThunk
-- END OF BACKTRACE --

Same issue here.
Alpha 2 crashes, but opening the very same project with Alpha 1 works.
Crash occurs on building the project.

xkcd's Fixing Problems

3.2 Alpha 2 (mono version) here:
I am not sure is related but at least part of the error messages I'm getting are the same.
It happens even without launching the game, just leaving the editor opened for a while, now I have the editor window disappeared, and only the console visible.
image

Super weird, I have 0 mono scripts now, just GDScript. So, I hope this really closes the issue, anyhow I'm moving back to the classic version, I am not using C# anyhow LOL...

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