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Request for documentation instruction for windows #11

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shaddysignal opened this issue Oct 21, 2024 · 0 comments
Open

Request for documentation instruction for windows #11

shaddysignal opened this issue Oct 21, 2024 · 0 comments
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compiling Building from scratch

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@shaddysignal
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shaddysignal commented Oct 21, 2024

Describe the bug
Not really a bug.
When building Godot with GodotSteam and GodotSteamMultplayerPeer modules as described here may result in problems when you plan to do cross-compile.
The problem is similar to this.

I compiled as recommened on godot build page, then when I wanted to export to windows, I compiled templates for windows the same way. After the export, game simply crashes silently at SteamUser()->GetSteamID() during steamInitEx.

The problem exist only for windows, building with mingw on linux does not produce the same behavior.

To Reproduce
Steps to reproduce the behavior:

  1. Compile Godot with modules with mingw
  2. Create empty scene and global steam init script
  3. Run project
  4. See the crash

Expected behavior
Feel the note in documentation is warranted about compiler used so those cases will be quicker to resolve. I guess issue existing can help when looking for solution.

Logs
With debug info:

Godot Engine v4.3.stable.custom_build.77dcf97d8 (2024-08-14 23:00:16 UTC) - https://godotengine.org
OpenGL API 3.3.0 NVIDIA 565.90 - Compatibility - Using Device: NVIDIA - NVIDIA GeForce RTX 3070


================================================================
CrashHandlerException: Program crashed with signal 11
Engine version: Godot Engine v4.3.stable.custom_build (77dcf97d82cbfe4e4615475fa52ca03da645dbd8)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] Steam::steamInitEx(bool, unsigned int, bool) (modules/godotsteam/godotsteam.cpp:500)
[2] void call_with_variant_args_ret_helper<__UnexistingClass, Dictionary, bool, unsigned int, bool, 0ull, 1ull, 2ull>(__UnexistingClass*, Dictionary (__UnexistingClass::*)(bool, unsigned int, bool), Variant const**, Variant&, Callable::CallError&, IndexSequence<0ull, 1ull, 2ull>) (./core/variant/binder_common.h:756)
[3] void call_with_variant_args_ret_dv<__UnexistingClass, Dictionary, bool, unsigned int, bool>(__UnexistingClass*, Dictionary (__UnexistingClass::*)(bool, unsigned int, bool), Variant const**, int, Variant&, Callable::CallError&, Vector<Variant> const&) (./core/variant/binder_common.h:535)
[4] MethodBindTR<Dictionary, bool, unsigned int, bool>::call(Object*, Variant const**, int, Callable::CallError&) const (./core/object/method_bind.h:524)
[5] GDScriptFunction::call(GDScriptInstance*, Variant const**, int, Callable::CallError&, GDScriptFunction::CallState*) (modules/gdscript/gdscript_vm.cpp:1874)
[6] GDScriptInstance::callp(StringName const&, Variant const**, int, Callable::CallError&) (modules/gdscript/gdscript.cpp:2032)
[7] bool Node::_gdvirtual__ready_call<false>() (scene/main/node.h:355)
[9] Node::_notificationv(int, bool) (scene/main/node.h:50)
[11] Node::_propagate_ready() (scene/main/node.cpp:272)
[13] Node::_set_tree(SceneTree*) (scene/main/node.cpp:3171)
[14] SceneTree::initialize() (scene/main/scene_tree.cpp:448)
[15] OS_Windows::run() (platform/windows/os_windows.cpp:1662)
[16] widechar_main(int, wchar_t**) (platform/windows/godot_windows.cpp:180)
[17] _main() (platform/windows/godot_windows.cpp:206)
[18] main (platform/windows/godot_windows.cpp:225)
-- END OF BACKTRACE --
================================================================

With optimize=speed_trace:

Initialize godot-rust (API v4.3.stable.official, runtime v4.3.stable.custom_build)
Godot Engine v4.3.stable.custom_build.77dcf97d8 (2024-08-14 23:00:16 UTC) - https://godotengine.org
OpenGL API 3.3.0 NVIDIA 565.90 - Compatibility - Using Device: NVIDIA - NVIDIA GeForce RTX 3070


================================================================
CrashHandlerException: Program crashed with signal 11
Engine version: Godot Engine v4.3.stable.custom_build (77dcf97d82cbfe4e4615475fa52ca03da645dbd8)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] error(0): file too short
[2] error(-1): failed to read executable information
[3] error(-1): failed to read executable information
[4] error(-1): failed to read executable information
[5] error(-1): failed to read executable information
[6] error(-1): failed to read executable information
[7] error(-1): failed to read executable information
[8] error(-1): failed to read executable information
[9] error(-1): failed to read executable information
[10] error(-1): failed to read executable information
[11] error(-1): failed to read executable information
[12] error(-1): failed to read executable information
[13] error(-1): failed to read executable information
[14] error(-1): failed to read executable information
[15] error(-1): failed to read executable information
[16] error(-1): failed to read executable information
[17] error(-1): failed to read executable information
[18] error(-1): failed to read executable information
[19] error(-1): failed to read executable information
[20] error(-1): failed to read executable information
[21] error(-1): failed to read executable information
[22] error(-1): failed to read executable information
[23] error(-1): failed to read executable information
[24] error(-1): failed to read executable information
[25] error(-1): failed to read executable information
[26] error(-1): failed to read executable information
[27] error(-1): failed to read executable information
-- END OF BACKTRACE --
================================================================

Desktop (please complete the following information):

  • OS: Arch Linux 6.11.4-arch1-1 / Windows 10

Version of Godot:
4.3-stable

Version of GodotSteam:
Latest from godot4(godotsteam) and main(godotsteam_multiplayer_peer) branches

Solution
When recompiling templates with msvc toolchain, everything works fine on windows after export.

@Gramps Gramps transferred this issue from GodotSteam/GodotSteam Oct 21, 2024
@Gramps Gramps self-assigned this Oct 21, 2024
@Gramps Gramps added the compiling Building from scratch label Oct 21, 2024
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