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GDNative: exporting properties crashes Godot at exit. #46839
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CC @geekrelief @godotengine/gdnative |
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…uncs are called Co-authored-by: toasteater <[email protected]> Co-authored-by: Jan Haller <[email protected]>
Worked with @Bromeon and @toasteater on the fix. |
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fixes #46839, ensure library_classes is cleared and free funcs are ca…
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…lled Co-authored-by: toasteater <[email protected]> Co-authored-by: Jan Haller <[email protected]> (cherry picked from commit 58fa497)
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…uncs are called Co-authored-by: toasteater <[email protected]> Co-authored-by: Jan Haller <[email protected]> (cherry picked from commit 58fa497)
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…uncs are called Co-authored-by: toasteater <[email protected]> Co-authored-by: Jan Haller <[email protected]> (cherry picked from commit 58fa497)
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See originating issue godot-rust/gdnative#706
Godot version:
3.2 branch, 311ca0c
OS/device including version:
Windows 10
Issue description:
I am using the Rust GDNative binding with a custom-built Godot version. Everything works fine, until I export a Rust field, to be accessible as a property from GDScript.
Then, the engine starts and appears to run normally, however it crashes on exit with the following log:
@toasteater had the suspicion it could be this commit (see link above):
After building both this and the prior version, both toasteater and I can confirm that this is the first commit that leads to the crash.
Steps to reproduce:
Set up simplest possible GDNative Rust project, 1 single class (I used godot-rust's Hello World example).
Add an exported property to that class:
Launch Godot.
Exit... 💥
Minimal reproduction project:
My fork of godot-rust,
crash
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