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Terminal color not properly restored after exiting #832
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Is this a problem that only happens with godot-rust? What if logs are printed from GDScript or the editor? |
I called I guess that the process is terminated before a closing color control sequence is printed. A simple solution: manually print |
But did you try reproducing it without godot-rust, just in GDScript? That would help us determine if it's something to be fixed in Godot or our Rust binding. |
Sorry for a late supplement. I conducted more experiments (each a few times), including godot-rust and GDScript, running in editor or running the exported application. As for GDScript, I add a After exporting, however, there's always no problem with the terminal color, regardless of panic source. In short, I could only reproduce the issue when the program is running in the active Godot editor and panic in rust code. It is possible that this issue exists in all extensions, not just gdext. I can't provide a more extensive experiment at the moment. I think we can just go forward and close this issue. |
I think it's a fair issue, but I suspect it could have to do with the GDExtension API integration. godot-rust generally does no color formatting outside unit tests, and instead delegates to What do you think is the easiest for me to reproduce this? Does the problem happen if e.g. in the dodge-the-creeps example, we add a
I missed this before, you can run Godot with |
@QuadnucYard could you answer this?
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@Bromeon Sorry for bothering so long. After thorough experiments, it seemingly has nothing to do with gdext. The simplest reproduction is to load a packed scene and let it leak. Then close the window. load("res://Mob.tscn").instantiate() So let me close this issue. If the problem still exists in the latest version of Godot, I'll report it to godot then. |
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It seems that the terminal color will not be restored unless a stacktrace from cpp is given.
Btw, is there any way to check what was leaked?
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