Crash after long session (after scene load failure)

From what I can see the first error’s beginning seems to line up with the highlighted error in this post:

However beyond the first 2 lines it seems novel

Summary

ERROR: Scene instance is missing.
at: instantiate (scene/resources/packed_scene.cpp:244)
C# backtrace (most recent call first):
[0] void MicrobeStage.MoveToEditor() (/home/hhyyrylainen/Projects/Thrive/src/microbe_stage/MicrobeStage.cs:671)
[1] void TransitionManager+Sequence.StartNext() (/home/hhyyrylainen/Projects/Thrive/src/gui_common/TransitionManager.cs:304)
[2] void TransitionManager+Sequence.Process() (/home/hhyyrylainen/Projects/Thrive/src/gui_common/TransitionManager.cs:271)
[3] void TransitionManager._Process(double) (/home/hhyyrylainen/Projects/Thrive/src/gui_common/TransitionManager.cs:51)
[4] bool Godot.Node.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant&)
[5] bool Godot.Control.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant&)
[6] bool TransitionManager.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant&) (/home/hhyyrylainen/Projects/Thrive/.godot/mono/temp/obj/ExportRelease/win-x64/Godot.SourceGenerators/Godot.SourceGenerators.ScriptMethodsGenerator/TransitionManager_ScriptMethods.generated.cs:88)
[7] Godot.NativeInterop.godot_bool Godot.Bridge.CSharpInstanceBridge.Call(nint, Godot.NativeInterop.godot_string_name*, Godot.NativeInterop.godot_variant**, int, Godot.NativeInterop.godot_variant_call_error*, Godot.NativeInterop.godot_variant*)
ERROR: System.NullReferenceException: Object reference not set to an instance of an object.
at MicrobeStage.MoveToEditor() in /home/hhyyrylainen/Projects/Thrive/src/microbe_stage/MicrobeStage.cs:line 674
at TransitionManager.Sequence.StartNext() in /home/hhyyrylainen/Projects/Thrive/src/gui_common/TransitionManager.cs:line 304
at TransitionManager.Sequence.Process() in /home/hhyyrylainen/Projects/Thrive/src/gui_common/TransitionManager.cs:line 271
at TransitionManager._Process(Double delta) in /home/hhyyrylainen/Projects/Thrive/src/gui_common/TransitionManager.cs:line 51
at Godot.Node.InvokeGodotClassMethod(godot_string_name& method, NativeVariantPtrArgs args, godot_variant& ret)
at Godot.Control.InvokeGodotClassMethod(godot_string_name& method, NativeVariantPtrArgs args, godot_variant& ret)
at TransitionManager.InvokeGodotClassMethod(godot_string_name& method, NativeVariantPtrArgs args, godot_variant& ret) in /home/hhyyrylainen/Projects/Thrive/.godot/mono/temp/obj/ExportRelease/win-x64/Godot.SourceGenerators/Godot.SourceGenerators.ScriptMethodsGenerator/TransitionManager_ScriptMethods.generated.cs:line 88
at Godot.Bridge.CSharpInstanceBridge.Call(IntPtr godotObjectGCHandle, godot_string_name* method, godot_variant** args, Int32 argCount, godot_variant_call_error* refCallError, godot_variant* ret)
at: void Godot.NativeInterop.ExceptionUtils.LogException(System.Exception) (:0)
C# backtrace (most recent call first):
[0] void Godot.GD.PushError(string)
[1] void Godot.NativeInterop.ExceptionUtils.LogException(System.Exception)
[2] Godot.NativeInterop.godot_bool Godot.Bridge.CSharpInstanceBridge.Call(nint, Godot.NativeInterop.godot_string_name*, Godot.NativeInterop.godot_variant**, int, Godot.NativeInterop.godot_variant_call_error*, Godot.NativeInterop.godot_variant*)

The crash is as follows:

Summary

WARNING: 22 RIDs of type “Canvas” were leaked.
at: _free_rids (servers/rendering/renderer_canvas_cull.cpp:2678)
WARNING: 1192 RIDs of type “CanvasItem” were leaked.
at: _free_rids (servers/rendering/renderer_canvas_cull.cpp:2678)
ERROR: Pages in use exist at exit in PagedAllocator: N33RendererSceneRenderImplementation22RenderForwardClustered32GeometryInstanceSurfaceDataCacheE
at: ~PagedAllocator (./core/templates/paged_allocator.h:169)
ERROR: Pages in use exist at exit in PagedAllocator: N33RendererSceneRenderImplementation22RenderForwardClustered32GeometryInstanceForwardClusteredE
at: ~PagedAllocator (./core/templates/paged_allocator.h:169)
ERROR: 4 shaders of type SceneForwardClusteredShaderRD were never freed
at: ~ShaderRD (servers/rendering/renderer_rd/shader_rd.cpp:1044)
ERROR: 2 shaders of type CanvasShaderRD were never freed
at: ~ShaderRD (servers/rendering/renderer_rd/shader_rd.cpp:1044)
ERROR: 23 RID allocations of type ‘N10RendererRD12LightStorage11ShadowAtlasE’ were leaked at exit.
ERROR: 1 RID allocations of type ‘N10RendererRD12LightStorage15ReflectionAtlasE’ were leaked at exit.
ERROR: 1 RID allocations of type ‘N10RendererRD12LightStorage13LightInstanceE’ were leaked at exit.
ERROR: 1 RID allocations of type ‘N10RendererRD12LightStorage5LightE’ were leaked at exit.
ERROR: 3 RID allocations of type ‘N10RendererRD11MeshStorage4MeshE’ were leaked at exit.
ERROR: 7 RID allocations of type ‘N10RendererRD15MaterialStorage8MaterialE’ were leaked at exit.
ERROR: 6 RID allocations of type ‘N10RendererRD15MaterialStorage6ShaderE’ were leaked at exit.
ERROR: Decal Atlas: 1 textures were not removed from the atlas.
at: ~TextureStorage (servers/rendering/renderer_rd/storage_rd/texture_storage.cpp:549)
ERROR: 22 RID allocations of type ‘N10RendererRD14TextureStorage12RenderTargetE’ were leaked at exit.
ERROR: 193 RID allocations of type ‘N10RendererRD14TextureStorage7TextureE’ were leaked at exit.
ERROR: 22 RID allocations of type ‘N16RendererViewport8ViewportE’ were leaked at exit.
ERROR: 5 RID allocations of type ‘N17RendererSceneCull8InstanceE’ were leaked at exit.

Some similar errors popped up in some recent release feedback threads, for instance at the end of this log:

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