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JTippetts avatar JTippetts commented on May 2, 2024

Note that I'm not really looking for a fix on this, since it is more reasonable to require explicit scene shutdown than to require some sort of weird patch to the engine code to account for this case. Just thought I'd put it out there. Perhaps the samples could be adjusted to perform explicit scene shutdown to at least establish the usage pattern?

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cadaver avatar cadaver commented on May 2, 2024

A crash no matter how esoteric is always good to report; ideally the engine should not crash no matter what the destruction order of the objects (except Context - that always has to be last.) In this case it should not be more complicated than holding a weak ptr to the LuaScript subsystem in the LuaScriptInstance and cease all operations if the subsystem is already gone. There are similar checks in the AngelScript system, related to reloading/unloading scripts, and unloading the script subsystem itself.

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aster2013 avatar aster2013 commented on May 2, 2024

I have change the LuaFunction to subclass of RefCounted, now LuaScriptInstance use WeakPtr to keep the pointer of LuaFunction. I think it may fix your crash error.

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