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Running a C# project with a 32 bits binary on a 64 bits windows causes a crash #17299
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CC @neikeq |
I've just tested it with the builds available here |
Recently I've tested a build on a x86 windows 10 system from master branch and ....... Same issue. |
Reproduced on windows 10 64 bit system. Build using 3.0.5 stable and unchecked 64bit. CC @hpvb |
Same here win10 Have both 64 and 32 recommended mono versions installed |
Reproduce again with 3.1 beta1 (cc: @hpvb @neikeq)
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Is this still reproducible in the latest beta build? |
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You could probably move this to 3.2 for now as the 32bit editor exports 32bits correctly (at least there's a way to get these builds, just tedious atm), but this should definitely get looked at down the line. |
I cannot reproduce it on latest master (Windows 10 64bits), building against Mono 6.0.0.313 32bit. |
Still an issue with 3.2beta4 on windows 10. |
@akien-mga Thanks for taking care of ALL THINGS windows for Godot. Please try your best! |
I can reproduce this with 3.2 RC2. However, there's no error or crash report, so it's not very helpful. I just tried to build from source again with latest master (c3fd101) and MSVC Command:
I also tested without I could not reproduce any crash. Please, if any one can still reproduce this when building with MSVC, try to include as much information as possible on the steps to reproduce. A backtrace from a debug build would also be welcome. If no one else can reproduce this with MSVC, maybe it has something to do with the official builds, which use MinGW. |
I'm not able to test it because I'm no longer on Windows, so I don't know if the bug is still present |
@neikeq had some users test on Discord and they also didn't have issues when building with MSVC on Windows. So something is faulty in our MinGW cross-compiled setup for 32-bit C# projects. It's unlikely that we'll have time to dig into it for 3.2, so moving to the next milestone. If we find a fix we'll use it for future 3.2.x releases. |
According to @piratesephiroth in #30689 (comment), the 32-bit Mono version now works on 64-bit Windows as of Godot 3.2.2. Can others confirm? |
No answer, but I tested the 32-bit version of Godot 3.2.3 RC 5 on Windows 10 x64 and it seems to work just fine, so closing. |
Godot version:
commit : SHA-1: 91ed678
(but occurs with previous versions too)
OS/device including version:
Microsoft Windows 10 Professionnel 64 Bits
OS Version: 10.0.16299 Numéro 16299
NVIDIA GeForce GTX 1060 6GB (driver Version 23.21.13.9077)
Issue description:
I've managed to compile the GODOT sources from github for windows x86 and x64 but only the 64 bits version of the editor (and export templates) can open and run a very basic C# project on my PC.
The 32 bits version of all the binaries crashes when I try to run the game (in the editor or after exporting to a 32 bits version).
Details and tested solutions:
Note that exporting the C# project to win32 or win64 produce similar results: win64 runs well whereas win32 crashes
I think that maybe something is trying to load a 64bit dll in the 32bit environment.
This is the backtrace when a crash occurs:
OpenGL ES 3.0 Renderer: GeForce GTX 1060 6GB/PCIe/SSE2
Mono: Initializing module...
Mono: Runtime initialized
Mono: INITIALIZED
GO!
CrashHandlerException: Program crashed
Dumping the backtrace. Please include this when reporting the bug on https://github.com/godotengine/godot/issues
[0] mono_runtime_resource_limit
[1] <couldn't map PC to fn name>
[2] <couldn't map PC to fn name>
[3] <couldn't map PC to fn name>
[4] RtlRbInsertNodeEx
-- END OF BACKTRACE --
Steps to reproduce:
You can find the DOS batch file I use for compilation with Visual studio 2017 here:
https://gitlab.com/snippets/1701292
Minimal reproduction project:
BuildTest_CS.zip
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