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Recursive references crash the game, prevent print() output and reaching breakpoints for whole code blocks. #1289

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@ScyDev

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@ScyDev

I made a simple demo for this problem:
https://github.com/ScyDev/godot/tree/master/demos/crashes/recursive_reference_print_crash


Godot says "Process being debugged exited." before a breakpoint at the beginning of the loop is reached.

Update: It appears that the breakpoint is reached, because it influences the print() output. But I can't actually debug because of "Process being debugged exited".

godot -d says:

line index: 2 line: (crossed:False), (end:4.226463,-4.558409), (intersects:), (start:6.399961,-4.559154)
no intersect. adding line: (crossed:False), (end:4.226463,-4.558409), (intersects:), (start:6.399961,-4.559154)
mergedLines 1
indexOne 3 startIndex 2
line index: 3 line: (crossed:False), (end:4.225718,-6.731907), (intersects:), (start:4.226463,-4.558409)
no intersect. adding line: (crossed:False), (end:4.225718,-6.731907), (intersects:), (start:4.226463,-4.558409)
mergedLines 2
indexOne 4 startIndex 2
CLOSING CONNECTION
ERROR: set_stream_peer: Condition ' p_peer.is_null() ' is true.
   At: core/io/packet_peer.cpp:228.

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