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Disable main_thread_id assertion for Android debug build #780
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Thank you! Could you add a comment re. why it's commented-out? To prevent this from happening again. Please then squash commits to 1 🙂 |
The assertion was revived on 82a14f68 I’m not sure about the current status of Linux hot-reloading. |
What about expanding the Followed by an explanation why on Android this doesn't work, that would be really valuable. |
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I have added checking Android to the existing cfg condition |
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API docs are being generated and will be shortly available at: https://godot-rust.github.io/docs/gdext/pr-780 |
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There's a problem with this change, which is explained in the assert message:
attempted to access binding from different thread than main thread; this is UB
The whole rest of the library relies on access being single-threaded -- if we just disable the check, we might really run into UB.
Does anyone familiar with Android know why access happens from a different thread in Android? And if that's fine, or what the best practices are to deal with this?
Maybe one of the people involved in #470, e.g. @scripturial @moberer @MeganSpencer @Jim-Bar @walksanatora?
// CHECK Need to check on more platforms. | ||
// Currently, a runtime panic occurs on Android. | ||
if cfg!(all(debug_assertions, not(target_os = "android"))) { |
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You probably mean TODO:
instead of CHECK
?
I don’t feel qualified to comment on Godot threading issues but I do have a suspicion regarding the cause of the problem I had. I didn’t realise callbacks from http requests in Godot could be on a separate thread. (I assume this is the case.) so when crossing into rust it’s possible that you end up in rust on a different thread (without realising). I think this can then cause updates to data or callbacks into Godot to occasionally crash. The work around for me has to call back from rust into Godot using ‘call_deferred’ I’m not sure if it is the design of call_deferred to force “cross to main thread” but since I started doing this I’ve not had any android crashes. The Swift plugin developer that made one of my plugins does the same “hack” where you call back into a gdscript function then invoke call_deferred which makes it rather messy. It may be that this patch actually would have told me what I did wrong straight away and helped me solve the problem quicker. So maybe it’s a win? (On hot reloading specifically, I use Mac for development so I can’t comment on hot reloading specifically) |
@scripturial Thanks for the info!
Could you link me to that plugin and/or issue they had?
Do you have any suspicion why this might happen on Android but not on other platforms? Or maybe @jeyum2, can you be more specific about the circumstances which caused panic in your case? Can you come up with a minimal, complete example that reproduces the problem? |
I've just merged #794 which addressed a similar issue, with Wasm. Could you rebase the PR onto latest Also, would be great to hear about the panic circumstances 🙂
Thank you! |
When running a debug build of an empty project, a panic occurs immediately during the initialization process.
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I have confirmed that the same panic occurs on Android with the master branch where #794 has been merged. |
This code block causes a runtime panic during initializing in Android debug builds Signed-off-by: Jan Haller <bromeon@gmail.com>
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While I'm not a fan of not getting to the root of things and just silencing the problem, it doesn't help anyone if Android setup is just totally broken, either. I added a comment in the code, hopefully someone with more expertise can investigate this in the future. |
This assertion block was previously commented out and reactivated without a clear reason in git history
It causes a runtime panic in debug builds for Android
If this assertion is required, please implement logic that also considers Android