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MASSHUU12 avatar MASSHUU12 commented on July 23, 2024 1

Hey, thank you for reporting the bug, and for the suggestion, I will take them into consideration.

Unfortunately, I do not own any computer from Apple, nor do I know anyone who could lend me one for testing.
I tried running macOS on a virtual machine. Unfortunately, it was very unstable and every now and then the kernel would panic, effectively making it impossible to install.

As a result, I am unable to diagnose the problem and fix it.
At this point, I will try to look for another solution.

In the meantime, please answer the following questions:

  • Does YAT work properly when the game is running?
  • Does disabling YAT in the project settings cause the editor to freeze, or only when closing it?
  • Does the bug still occur if you compile the project under .NET 7 and language version 11?

I would appreciate it if you would also check if this error occurs under Godot v4.3.dev6.mono.

I do not promise that even with the answers to these questions I will be able to fix this bug, due to the lack of access to macOS, but I will try.

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MASSHUU12 avatar MASSHUU12 commented on July 23, 2024 1

Thank you for your reply, I'm glad you like the project despite this bug.

Since the error occurs both when closing the editor and the game, it seems to me that the problem may be caused by some static variable. This seems so to me because there is no code in YAT that is marked as Tool (running in the editor) other than the file that adds autoload and one unused that does nothing. I'll go through the Godot documentation, because I may have missed something.

You can delete EditorTerminal.cs and EditorTerminal.tscn to verify that surely these unused files are not the problem (although I don't think so). It's a leftover from when I tried to put YAT into the editor, I'll get around to it someday.

I also recently released a new version of YAT that fixes a few things I don't think are related to this bug, but the new release itself also adds some cool stuff, so it's still worth checking out.

Does the bug still occur if you compile the project under .NET 7 and language version 11?

Unknown. I will give this a try and report back.

Just for the record, since you mentioned that you are not experienced with C#. You don't need to install .NET 7, .NET is backward compatible, so just change the appropriate settings in .csproj and everything should work. To make sure everything compiles correctly, you can also delete the .godot folder in your project. Godot may display some errors the first time you run it after deleting the .godot folder, but it will recreate all the files it needs without a problem.

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MASSHUU12 avatar MASSHUU12 commented on July 23, 2024 1

I'm afraid there is nothing more I can do about this problem for the moment

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innateessence avatar innateessence commented on July 23, 2024 1

I'm afraid there is nothing more I can do about this problem for the moment

That's okay, I appreciate the effort you put into this in the first place.

If you decide to add a way to add verbose logging and want to see the output of those verbose logs, let me know

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innateessence avatar innateessence commented on July 23, 2024

The bug exists with YAT as the only enabled plugin.

Wanted to verify as a sanity check.

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innateessence avatar innateessence commented on July 23, 2024

First Auto Battler.csproj

<Project Sdk="Godot.NET.Sdk/4.2.2">
  <PropertyGroup>
    <TargetFramework>net8.0</TargetFramework>
    <TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net7.0</TargetFramework>
    <TargetFramework Condition=" '$(GodotTargetPlatform)' == 'ios' ">net8.0</TargetFramework>
    <EnableDynamicLoading>true</EnableDynamicLoading>
    <RootNamespace>FirstAutoBattler</RootNamespace>
    <LangVersion>12.0</LangVersion>
  </PropertyGroup>
  <ItemGroup>
    <Compile Remove="script_templates/**/*.cs" />
  </ItemGroup>
</Project>

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innateessence avatar innateessence commented on July 23, 2024

Thank you for getting back to me. This looks like a cool project :)

Does YAT work properly when the game is running?

Yes. It works as expected from my PoV. I can open the terminal and issue commands seemingly without any issues.
I haven't tried to make super heavy use of YAT yet, but I can issue basic commands in a REPL/shell and see the output as expected

Does disabling YAT in the project settings cause the editor to freeze, or only when closing it?

Disabling YAT does not cause the editor to freeze. I am fairly confident that freezing only happens under two conditions:

  • I compile and run my game with YAT. Then, I close the game. The game now forever hangs until I click the "Stop" button in the editor. Screenshot below.
    image
    The game freezes when exiting seemingly anyway I exit the game. Either by typing exit in YAT. or by clicking the MacOS equivalent of the Microsoft Windows close window button on the game window.

For context, the game freezing when exiting the game also only occurs when the YAT plugin is enabled.
image

  • I have YAT enabled, and I close the editor. This will cause the editor itself to hang forever until I force kill it using bash

Does the bug still occur if you compile the project under .NET 7 and language version 11?

Unknown. I will give this a try and report back.

I would appreciate it if you would also check if this error occurs under Godot v4.3.dev6.mono.

The problem still occurs in Godot v4.3.dev6.mono.
(Both the game window freezing when exiting the game. and the editor freezing when exiting the editor.)

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MASSHUU12 avatar MASSHUU12 commented on July 23, 2024

So I finally managed to install and run macOS Sonoma 14.5 correctly, it works 'well', it's responsive. Unfortunately, the problem arises when I try to run the Godot project, an error about the Vulkan drivers pops up:

image

In turn, running Godot using OpenGL3 results in a white screen:

image

I'm assuming these problems are VM specific, but if you have suggestions on how I can work around this, I'd be happy to use them.

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innateessence avatar innateessence commented on July 23, 2024

Does the bug still occur if you compile the project under .NET 7 and language version 11?

The bug still occurs under this version unfortunately

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innateessence avatar innateessence commented on July 23, 2024

I'm assuming these problems are VM specific, but if you have suggestions on how I can work around this, I'd be happy to use them.

Unfortunately, I don't know how to get around these issues :(

Apple doesn't like it when people emulate their OS.

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