Comments (8)
Hi all,
@abarichello, Would this be as simple as updating the GODOT_VERSION
here?
Line 18 in 0400d78
I didn't see another maintained branch for version 3
(just a tag 3.5_stable
and an old 3.2
branch)
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Hey all, I verified this does look like it's an issue with the 3.5.3
build (at least on tux family). It segfaults after any command line run. E.g:
../../../Godot_v3.5.3-stable_linux_server.64 --quit --editor
at: _load (core/io/resource_loader.cpp:270)
ERROR: res://Levels/TestFirstLevel/mainPocLevel.tscn:3 - Parse Error: [ext_resource] referenced nonexistent resource at: res://Prefabs/Decorations/Parallax/Jungle/JungleAmbienceLoader.tscn
at: poll (scene/resources/resource_format_text.cpp:412)
ERROR: Failed to load resource 'res://Levels/TestFirstLevel/mainPocLevel.tscn'.
at: load (core/io/resource_loader.cpp:206)
ERROR: Failed loading resource: res://Levels/TestFirstLevel/mainPocLevel.tscn. Make sure resources have been imported by opening the project in the editor at least once.
at: _load (core/io/resource_loader.cpp:270)
ERROR: Failed loading scene: res://Levels/TestFirstLevel/mainPocLevel.tscn
at: start (main/main.cpp:2107)
Segmentation fault
I'm going to file a bug report with the main Godot repo
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Any updates on this?
Given godotengine/godot#85733, we'd need the issue to be fixed and 3.5.4 to be released first for a new 3.x Docker image to be usable.
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I noticed the 3.5.3
version from tux family segfaults
on this command:
/usr/bin/bash: line 148: 16 Segmentation fault (core dumped) godot --editor --quit
Also this equivalent line when building the container RUN godot -e -q ${GODOT_TEST_ARGS}
This is after I altered the Dockerfile to use the newest Godot 3.5.3
release
FROM ubuntu:jammy
LABEL author="https://github.com/aBARICHELLO/godot-ci/graphs/contributors"
USER root
ENV DEBIAN_FRONTEND=noninteractive
RUN apt-get update && apt-get install -y --no-install-recommends \
ca-certificates \
git \
git-lfs \
unzip \
wget \
zip \
adb \
openjdk-11-jdk-headless \
rsync \
&& rm -rf /var/lib/apt/lists/*
ARG GODOT_VERSION="3.5.3"
ARG RELEASE_NAME="stable"
ARG SUBDIR=""
ARG GODOT_TEST_ARGS=""
ARG GODOT_PLATFORM="linux_server.64"
RUN wget https://downloads.tuxfamily.org/godotengine/${GODOT_VERSION}${SUBDIR}/Godot_v${GODOT_VERSION}-${RELEASE_NAME}_${GODOT_PLATFORM}.zip \
&& wget https://downloads.tuxfamily.org/godotengine/${GODOT_VERSION}${SUBDIR}/Godot_v${GODOT_VERSION}-${RELEASE_NAME}_export_templates.tpz \
&& mkdir ~/.cache \
&& mkdir -p ~/.config/godot \
&& mkdir -p ~/.local/share/godot/templates/${GODOT_VERSION}.${RELEASE_NAME} \
&& ln -s ~/.local/share/godot/templates ~/.local/share/godot/export_templates \
&& unzip Godot_v${GODOT_VERSION}-${RELEASE_NAME}_${GODOT_PLATFORM}.zip \
&& mv Godot_v${GODOT_VERSION}-${RELEASE_NAME}_${GODOT_PLATFORM} /usr/local/bin/godot \
&& unzip Godot_v${GODOT_VERSION}-${RELEASE_NAME}_export_templates.tpz \
&& mv templates/* ~/.local/share/godot/templates/${GODOT_VERSION}.${RELEASE_NAME} \
&& rm -f Godot_v${GODOT_VERSION}-${RELEASE_NAME}_export_templates.tpz Godot_v${GODOT_VERSION}-${RELEASE_NAME}_${GODOT_PLATFORM}.zip
ADD getbutler.sh /opt/butler/getbutler.sh
RUN bash /opt/butler/getbutler.sh
RUN /opt/butler/bin/butler -V
ENV PATH="/opt/butler/bin:${PATH}"
# Download and setup android-sdk
ENV ANDROID_HOME="/usr/lib/android-sdk"
RUN wget https://dl.google.com/android/repository/commandlinetools-linux-7583922_latest.zip \
&& unzip commandlinetools-linux-*_latest.zip -d cmdline-tools \
&& mv cmdline-tools $ANDROID_HOME/ \
&& rm -f commandlinetools-linux-*_latest.zip
ENV PATH="${ANDROID_HOME}/cmdline-tools/cmdline-tools/bin:${PATH}"
RUN yes | sdkmanager --licenses \
&& sdkmanager "platform-tools" "build-tools;33.0.2" "platforms;android-33" "cmdline-tools;latest" "cmake;3.22.1" "ndk;25.2.9519653"
# Adding android keystore and settings
RUN keytool -keyalg RSA -genkeypair -alias androiddebugkey -keypass android -keystore debug.keystore -storepass android -dname "CN=Android Debug,O=Android,C=US" -validity 9999 \
&& mv debug.keystore /root/debug.keystore
RUN godot -e -q ${GODOT_TEST_ARGS}
RUN echo 'export/android/android_sdk_path = "/usr/lib/android-sdk"' >> ~/.config/godot/editor_settings-4.tres
RUN echo 'export/android/debug_keystore = "/root/debug.keystore"' >> ~/.config/godot/editor_settings-4.tres
RUN echo 'export/android/debug_keystore_user = "androiddebugkey"' >> ~/.config/godot/editor_settings-4.tres
RUN echo 'export/android/debug_keystore_pass = "android"' >> ~/.config/godot/editor_settings-4.tres
RUN echo 'export/android/force_system_user = false' >> ~/.config/godot/editor_settings-4.tres
RUN echo 'export/android/timestamping_authority_url = ""' >> ~/.config/godot/editor_settings-4.tres
RUN echo 'export/android/shutdown_adb_on_exit = true' >> ~/.config/godot/editor_settings-4.tres
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Awesome!
from godot-ci.
Any updates on this?
from godot-ci.
Hey all, Sorry I haven't had time to verify the root cause.
If anyone has time a simple case of reproduction and setting up the container (or a local Linux VM etc) to core dump will probably yield the root cause:
Then use addr2line
etc
You could also run one of the offending commands with gdb
on a debug bin with symbols to find the issue.
from godot-ci.
Godot 3.6 beta released yesterday, can we do this?
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