#crash when multithreading

1 messages · Page 1 of 1 (latest)

smoky gazelle
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So you try to wait for the thread to finish for every thread on every frame?

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using wait to finish won't stop the process function from being called again the next frame

little gorge
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i should clarify this bug only seems to happen randomly, not every time

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99% of the time the code runs everything works as it should

smoky gazelle
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oh ok

little gorge
smoky gazelle
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ok

little gorge
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then i get the threads result and delete it

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just got this printed

smoky gazelle
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uh oh

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never seen that error before sorry

little gorge
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this is that line

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ok so it seems theres a hard limit for the amount of RIDs that can be given out, which is 262144

smoky gazelle
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Oof

little gorge
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ok wow, a bit disappointed here

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putting this on a button and clicking it a few times

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once it reaches that value of 262k the engine just crashes

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the nodes arent even being used at all, not even added to the tree

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it seems that once any project no matter what creates more than that many nodes it will crash

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262k really is not a lot....
having a game open that creates on average 72 nodes a second for an hour will cause this crash. RIDs cant get reused so it seems there is no way around this apart from pooling everything