#crash when multithreading
1 messages · Page 1 of 1 (latest)
using wait to finish won't stop the process function from being called again the next frame
i should clarify this bug only seems to happen randomly, not every time
99% of the time the code runs everything works as it should
oh ok
yeah if the thread is finished
ok
this is that line
https://github.com/godotengine/godot/issues/103420
ive found this which seems to be the same problem
ok so it seems theres a hard limit for the amount of RIDs that can be given out, which is 262144
Oof
ok wow, a bit disappointed here
putting this on a button and clicking it a few times
once it reaches that value of 262k the engine just crashes
the nodes arent even being used at all, not even added to the tree
it seems that once any project no matter what creates more than that many nodes it will crash
wow
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