Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Error Running iOS 11 Simulator: EXC_BAD_ACCESS in map.h:524: find() #17331

Closed
Shin-NiL opened this issue Mar 7, 2018 · 1 comment
Closed

Comments

@Shin-NiL
Copy link

Shin-NiL commented Mar 7, 2018

Godot version:
3.0.2-stable

OS/device including version:
iOS 11 running on iPhone X simulator.

Issue description:
When running Godot on the iPhone X simulator the app crash and I got the following error:

Thread 1: EXC_BAD_ACCESS (code=EXC_I386_GPFLT)

the debug is pointing to the line 524 of map.h:

    const Element *find(const K &p_key) const {
 
        if (!_data._root) // Thread 1: EXC_BAD_ACCESS (code=EXC_I386_GPFLT)
            return NULL;
 
        const Element *res = _find(p_key);
        return res;
    }

Steps to reproduce:

  • Compile Godot for iOS 11 simulator using the following commands:
    scons p=iphone arch=x86_64 target=debug IPHONESDK="/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator11.2.sdk/" -j3
  • Run any project using this template on iOS 11 simulator

Additional notes:
If I compile without using the IPHONESDK parameter it works fine, but I have issues with orientation as described here.

@nguillot
Copy link

nguillot commented Mar 25, 2018

I reproduce the issue on the same conditions, there is my stack trace:

capture d ecran 2018-03-25 a 21 43 23

@mhilbrunner mhilbrunner changed the title Error Running iOS 11 Simulator Error Running iOS 11 Simulator: EXC_BAD_ACCESS in map.h:524: find() Apr 4, 2018
hpvb pushed a commit that referenced this issue Apr 14, 2018
Starting from April 2018 Apple no longer accepts apps that do not
support iPhone X. For games this mainly means respecting the safe area,
unobstructed by notch and virtual home button. UI controls must be
placed within the safe area so that users can interact with them.

This commit:

- Adds OS::get_window_safe_area method that returns unobscured area of
  the window, where interactive controls should be rendered.

- Reorganizes how launch screens are exported - the previous way was
  incorrect and modern iPhones did not pick up the correct screens and
  because of that used a non-native resolution to render the game.

- Adds launch screen options for iPhone X.

- Makes launch screens optional in the export template. If not
  specified, a white screen will be used.

- Adds App Store icon (1024x1024) export option as it now has to be
  bundled with the app instead of being provided in iTunes Connect.

- Fixes crash when launching games in iOS Simulator. It happened because
  controllerWasConnected callback came before the engine was
  initialized. Now in such case the controllers will be queued up and
  registered after initialization is done.

- Fixes issue with the virtual keyboard where for some reason
  autocorrection panel would intersect with the keyboard itself and not
  allow you to use the top row of the keyboard. This is fixed by
  disabling autocorrection altogether.

Closes #17358. Fixes #17428. Fixes #17331.

(cherry picked from commit 1d9a3a9)
malcolmhoward pushed a commit to malcolmhoward/godot that referenced this issue Jul 31, 2018
Starting from April 2018 Apple no longer accepts apps that do not
support iPhone X. For games this mainly means respecting the safe area,
unobstructed by notch and virtual home button. UI controls must be
placed within the safe area so that users can interact with them.

This commit:

- Adds OS::get_window_safe_area method that returns unobscured area of
  the window, where interactive controls should be rendered.

- Reorganizes how launch screens are exported - the previous way was
  incorrect and modern iPhones did not pick up the correct screens and
  because of that used a non-native resolution to render the game.

- Adds launch screen options for iPhone X.

- Makes launch screens optional in the export template. If not
  specified, a white screen will be used.

- Adds App Store icon (1024x1024) export option as it now has to be
  bundled with the app instead of being provided in iTunes Connect.

- Fixes crash when launching games in iOS Simulator. It happened because
  controllerWasConnected callback came before the engine was
  initialized. Now in such case the controllers will be queued up and
  registered after initialization is done.

- Fixes issue with the virtual keyboard where for some reason
  autocorrection panel would intersect with the keyboard itself and not
  allow you to use the top row of the keyboard. This is fixed by
  disabling autocorrection altogether.

Closes godotengine#17358. Fixes godotengine#17428. Fixes godotengine#17331.

(cherry picked from commit 1d9a3a9)
malcolmhoward pushed a commit to malcolmhoward/godot that referenced this issue Jul 31, 2018
Starting from April 2018 Apple no longer accepts apps that do not
support iPhone X. For games this mainly means respecting the safe area,
unobstructed by notch and virtual home button. UI controls must be
placed within the safe area so that users can interact with them.

This commit:

- Adds OS::get_window_safe_area method that returns unobscured area of
  the window, where interactive controls should be rendered.

- Reorganizes how launch screens are exported - the previous way was
  incorrect and modern iPhones did not pick up the correct screens and
  because of that used a non-native resolution to render the game.

- Adds launch screen options for iPhone X.

- Makes launch screens optional in the export template. If not
  specified, a white screen will be used.

- Adds App Store icon (1024x1024) export option as it now has to be
  bundled with the app instead of being provided in iTunes Connect.

- Fixes crash when launching games in iOS Simulator. It happened because
  controllerWasConnected callback came before the engine was
  initialized. Now in such case the controllers will be queued up and
  registered after initialization is done.

- Fixes issue with the virtual keyboard where for some reason
  autocorrection panel would intersect with the keyboard itself and not
  allow you to use the top row of the keyboard. This is fixed by
  disabling autocorrection altogether.

Closes godotengine#17358. Fixes godotengine#17428. Fixes godotengine#17331.
malcolmhoward pushed a commit to malcolmhoward/godot that referenced this issue Jul 31, 2018
Starting from April 2018 Apple no longer accepts apps that do not
support iPhone X. For games this mainly means respecting the safe area,
unobstructed by notch and virtual home button. UI controls must be
placed within the safe area so that users can interact with them.

This commit:

- Adds OS::get_window_safe_area method that returns unobscured area of
  the window, where interactive controls should be rendered.

- Reorganizes how launch screens are exported - the previous way was
  incorrect and modern iPhones did not pick up the correct screens and
  because of that used a non-native resolution to render the game.

- Adds launch screen options for iPhone X.

- Makes launch screens optional in the export template. If not
  specified, a white screen will be used.

- Adds App Store icon (1024x1024) export option as it now has to be
  bundled with the app instead of being provided in iTunes Connect.

- Fixes crash when launching games in iOS Simulator. It happened because
  controllerWasConnected callback came before the engine was
  initialized. Now in such case the controllers will be queued up and
  registered after initialization is done.

- Fixes issue with the virtual keyboard where for some reason
  autocorrection panel would intersect with the keyboard itself and not
  allow you to use the top row of the keyboard. This is fixed by
  disabling autocorrection altogether.

Closes godotengine#17358. Fixes godotengine#17428. Fixes godotengine#17331.

(cherry picked from commit 1d9a3a9)
@akien-mga akien-mga added this to the 3.1 milestone Aug 21, 2018
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

4 participants