Comments (3)
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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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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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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Related Issues (20)
- Lua Sample 12 coroutine usage HOT 1
- Crash in UI::Update() HOT 3
- ios crash HOT 1
- Dropping 32 bit support HOT 6
- Dropping DirectX 9 support
- Segfault on SetModel in headless mode HOT 4
- Dropping macOS support HOT 4
- DropDownList displayed element is not vertically centered HOT 1
- SDL_VIDEO_DRIVER_X11_SUPPORTS_GENERIC_EVENTS always 0 when build 32-bit version of the engine on 64-bit Linux Mint HOT 5
- Non-Master AnimatedModel Removing Skeleton
- Dot at the end of a doxygen comment HOT 7
- Error building on Windows + MSYS + MinGW-W64 HOT 1
- Dockerize-web broken HOT 2
- Not building on arch Linux. HOT 3
- Toolset Visual Studio 2022 (v143) поломан HOT 12
- Не работает превью ресурсов в редакторе HOT 13
- Использовать нижний регистр для файлов HOT 2
- Build failes on (Void) Linux with make HOT 6
- -gl2 поломан
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