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Web projects crash on load with Google Chrome 117 on some Android phones (regression, worked fine in Chrome 116) #82015
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Under system information, it would be more useful to tell us the system on which the problem is occurring, i.e. what Android hardware, what android version, and what chrome version. Caveat I'm not really a web guy, but having a look: It runs fine on my tablet, but takes ages to load (seems quicker to load on desktop). Maybe you can get some debug logging / console to tell you what is going wrong (I don't know how this works on android in chrome, maybe you would need to use adb logcat). Also changes to security settings can be a thing, if the latest chrome has tightened up security and the app is doing something without the correct permission. In particular it seems to be doing some php access, that might be triggering security errors (I'm not really a web guy but I'm aware there are a lot of cross site things that are blocked). One method to help pin down is to turn off anything that might cause permission error, see if it runs, then gradually bring back in features to find the culprit.
Also to narrow things down, another useful test would be just trying a blank project and seeing if that runs on chrome on the device. |
Noticed the same issue in other existing Godot based games. After testing a few times with the Chrome DevTools attached, I managed to get the error message "memory access out of bounds". When the DevTools attached, the games works as they should, only when I detach the DevTools I can get the page to crash. |
I tested some games on itch, seems like games made with Godot 3.5 crash while games using Godot 3.2 worked fine. |
Ages to load on mobile/tablet was already a preexisting issue in Godot 3 that I once reported. |
The version of Chrome that gives the error is Chrome Android 117.0.5938.60 I exported the project in the Godot 3.34 version and now there is no more error when opening the page, so it is something in the 3.52 export template that after updating to Chrome Android 117.0.5938.60 started giving an error |
This why I do not update my Godot web-projects to Godot 3.5 export template, My Godot web export stay on 3.3 version. |
Tested on my phone (Xiaomi Pocophone running MIUI 11 / Android 10), and it seems to work fine. Also works fine for me on the above phone / Chrome. So the phone model / OS version / RAM might be an important piece of the puzzle. |
Some of the devices I've come across so far work, some don't. Some Android systems work, some have stuck sounds, and some have stuck screens. |
same issue here |
#82356 has a better description of the issue. Looks like it's NOT related to the device itself but to version of Google Chrome for Android |
It's related to both, as discussed above (and in that issue). Chrome 117 introduced a regression which only seems to affect some (underpowered?) devices. |
I encounter the same issue with Godot 3.5, then I downgraded to 3.3.4 then issue is resolved. |
One thing very weird is that the crash was not happened when I connected the chrome dev tools. |
Can someone who can reproduce the issue retrieve Chrome logs for when it crashes? Can you confirm that it would crash on an empty Godot project too, or is it specific to projects using certain features? This needs to be reported upstream to Google, but we need more data for them. If someone has time, testing intermediate Chromium releases listed in https://vikyd.github.io/download-chromium-history-version/#/ would be great to pinpoint when the regression happened. Since apparently Godot 3.3.4 works, it could also be helpful to check which is the first version of Godot 3.4 or 3.5 (include betas/RCs) where the problem happens. Godot 3.5.x used to work fine, so the actual bug is still in Chromium and should be fixed there, but it can be helpful to know which Godot change triggers it. |
It fails on Chrome Beta on Android as well, 118.0.5993.21 |
This is getting really strange. We tried exporting from the mono version of 3.5.3 and now the games actually run on Chrome Android 117! No more Aw Snap message. The same game, no code changes at all. Still using GDScript. What does the mono version do differently? |
Don't discount that it could simply be a timing difference. Same with running under the chrome remote debugger. Threading bugs / heisenbugs can often exhibit like this. |
While it is possible to be a timing thing, my team experienced the same thing while exporting with mono, with the caveat that on one specific device it still didn't work. |
I have the same problem with my game crashing or taking forever to load =/ |
@danielsasakiIGS Can you try building the game in the .NET / mono version? In our testing that version does work. |
The main difference between the Mono and non-Mono builds is the Emscripten version used to build them. The Mono build is stuck an old Emscripten 1.39.9, while classical builds use Emscripten 3.1.14 for Godot 3.5.x. So you could try to build your own export templates with Emscripten 1.39.9 and see if that solves the issue. It might well be some code emitted by newer Emscripten that trips Chromium. |
We tried building export templates will most of the emscripten releases (took a while, heh), and the latest working version is 2.0.16. With that version of emscripten we now have regular Godot 3.5.3 export templates that works on Android Chrome 117. |
Thanks for taking the time to bisect it! Here's the changelog for Emscripten 2.0.17: https://github.com/emscripten-core/emscripten/blob/2.0.17/ChangeLog.md#2017-04102021 |
Upload a build if you want me to test on my device. |
For reference, this is the upstream issue in the Chromium bug tracker: https://bugs.chromium.org/p/chromium/issues/detail?id=1485475 |
We're using Emscripten version 3.1.18 with no problems. |
@jknightdoeswork are you referring to Rocket Bot Royale? |
… On Sat, Sept 30, 2023, 3:42 a.m. Fabio Alessandrelli < ***@***.***> wrote:
@jknightdoeswork <https://github.com/jknightdoeswork> are you referring
to Rocket Bot Royale?
I'm unable to test it on Chrome Android as it force-redirect me to the
play store to download the app when it detects I'm on mobile.
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Works for me both with Chrome Android 117 and 118 |
Chrome team here: very sorry for the regression! I'm also sorry we hadn't seen or acted this issue sooner - the bug wasn't filed with the metadata needed to indicate it was a regression or a report from a developer. It looks like a code generation bug in V8 which is potentially very serious. I've marked the Chrome bug appropriately and you should expect traction in the next 24 hours or so (since it's currently the weekend). |
Yes, I've also confirmed it seems to be fixed in Chrome 118 (in beta now, scheduled for stable in 1-2 weeks). We're still trying to identify the root cause and fix, but regardless you should expect this to be addressed in the next major Chrome update. It would be good if others could test their scenarios in Chrome Beta just to confirm there are some cases still broken. |
Also our testing team has found the issue no longer reproduces in our latest 117 build which will start pushing to users tomorrow! We'll continue to investigate, but it would definitely be good to get confirmation from folks here that Chrome 118 (beta) is fine. We have maybe a few more days to get any last minute emergency fixes in the 118 release if necessary. |
What version of 118? Downloaded now 118.0.5993.32 from the play store and still gets the "table index is out of bounds". |
I tested on 118.0.5993.32, but I was looking only at the crash (sad tab) which was due to a SIGILL (illegal instruction) in generated code. Perhaps "table index out of bounds" is a separate issue? |
It seems the latest Android Chrome 117 has fixed the problem. Godot 3.5.3 once again seems able to run in all relevant browsers, yay! |
@ChronoDK Would be nice to get some feedback from safari devs, have you tried opening an issue in their bug tracker? https://bugs.webkit.org/ |
I'm currently running Chrome 117.0.5938.141, still experiencing the problem. Which version were you referring to? |
Had the same issue, my Chrome updated 01:23am today to version 117.0.5938.153 and now everything works again. Stable: 117.0.5938.153 - Works |
Closing as fixed upstream. |
Godot version
v3.5.2.stable.official [170ba33]
System information
OS Name Microsoft Windows 11 Home Version 10.0.22621 Build 22621
Issue description
I have an application running in HTML5 for over a year. Today I started to get an error on my Android device, in the Chrome browser.
This is only happening in Chrome on the Android phone and the impression starts with a Chrome update, as this did not happen yesterday.
The application is open to anyone who wants to enter and everyone has a different browser, it happens that it started giving this error since yesterday. never had any error beforeThe application is open to anyone who wants to enter and everyone has a different browser, it happens that it started giving this error since yesterday. never had any error before.
I generated the application again and it still gives the same error. I reduced the size, made some modifications and it doesn't run.
Steps to reproduce
https://jobijogos.com/tv/
This is the link to my application. When running on Chrome android phone it gives the error. On the same cell phone running on Firefox, this error does not occur. in safari it doesn't give the error. In Chrome on the Windows desktop, the error does not appear.
Minimal reproduction project
https://jobijogos.com/tv/
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