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Godot with mono crashes when opening a project with the name contains a comma
Godot version: v3.2.4.beta.mono.custom_build. 639fdefc1
OS/device including version: Windows 10
Issue description: The engine crashes when opening a project with a comma-separated name.
Godot Engine v3.2.4.beta.mono.custom_build.639fdefc1 - https://godotengine.org
WinTab context creation failed.
Using GLES2 video driver
OpenGL ES 2.0 Renderer: GeForce GTX 970/PCIe/SSE2
OpenGL ES Batching: ON
OPTIONS
max_join_item_commands 16
colored_vertex_format_threshold 0.25
batch_buffer_size 16384
light_scissor_area_threshold 1
item_reordering_lookahead 4
light_max_join_items 32
single_rect_fallback False
debug_flash False
diagnose_frame False
WASAPI: wFormatTag = 65534
WASAPI: nChannels = 2
WASAPI: nSamplesPerSec = 48000
WASAPI: nAvgBytesPerSec = 384000
WASAPI: nBlockAlign = 8
WASAPI: wBitsPerSample = 32
WASAPI: cbSize = 22
WASAPI: detected 2 channels
WASAPI: audio buffer frames: 1962 calculated latency: 44ms
Mono: Initializing module...
Mono JIT compiler version 6.12.0 (Visual Studio built mono)
Mono: Log file is: '.../mono/mono_logs/2020_12_03 02.54.51 (5232).txt'
Mono: Runtime initialized
Mono: Loading assembly mscorlib...
Mono: Assembly mscorlib loaded from path: .../mono/4.5/mscorlib.dll
Mono: Loading scripts domain...
Mono: Creating domain 'GodotEngine.Domain.Scripts'...
Mono: INITIALIZED
Mono: Loading assembly GodotSharp...
Mono: Assembly GodotSharp loaded from path: .../One, Two/.mono/assemblies/Debug/GodotSharp.dll
Mono: Loading assembly GodotSharpEditor...
Mono: Assembly GodotSharpEditor loaded from path: .../One ,Two/.mono/assemblies/Debug/GodotSharpEditor.dll
Mono: Loading assembly GodotTools...
Mono: Assembly GodotTools loaded from path: .../GodotSharp/Tools/GodotTools.dll
Mono: Loading assembly GodotTools.ProjectEditor...
Mono: Assembly GodotTools.ProjectEditor loaded from path: .../GodotSharp/Tools/GodotTools.ProjectEditor.dll
Mono: Loading assembly One, Two...
ERROR: GDMonoLog::mono_log_callback: Mono: FATAL ERROR '* Assertion at ..\mono\metadata\appdomain.c:2553, condition `aname != NULL' not met
(in domain , error)', ABORTING! Logfile: '.../mono/mono_logs/2020_12_03 02.54.51 (5232).txt'.
At: modules\mono\mono_gd\gd_mono_log.cpp:93
But others such as !@#$%^&*()_+/*-+./'`}{[];:№? do not cause problems (some symbols just replaced by - ).
Mono: Loading assembly Accelerometer!@#$%^&-()_+---+.-'`}{[];-№- Magnetometer and Gyro Demo...
Steps to reproduce: Create a project with a comma-separated name, such as "One, Two", and open it
Minimal reproduction project: One, Two.zip
Cannot reproduce, project opens fine with current master (85cb3c044d3d753658ad4aa7499cbe6b6ad92e7a).
But 3.2 6b48fce2b54af26cc8e640129d8b93823f53226f still broken.
Can this still be reproduced in 3.5 beta?
Can this still be reproduced in 3.5 beta?
One, Two still crashes.
Godot Engine v3.5.beta4.mono.official.b6968ab06 - https://godotengine.org
OpenGL ES 3.0 Renderer: NVIDIA GeForce GTX 970/PCIe/SSE2
Async. shader compilation: OFF
Mono: Log file is: 'C:/Users/Dima/AppData/Roaming/Godot/mono/mono_logs/2022-04-24_13.04.43_2100.log'
Editing project: C:/Users/Dima/Desktop/One, Two (C:::Users::Dima::Desktop::One, Two)
Godot Engine v3.5.beta4.mono.official.b6968ab06 - https://godotengine.org
OpenGL ES 2.0 Renderer: NVIDIA GeForce GTX 970/PCIe/SSE2
Mono: Log file is: 'C:/Users/Dima/AppData/Roaming/Godot/mono/mono_logs/2022-04-24_13.04.51_3172.log'
ERROR: Mono: FATAL ERROR '* Assertion at /root/mono-6.12.0.158/mono/metadata/appdomain.c:2553, condition `aname != NULL' not met (in domain , error)', ABORTING! Logfile: 'C:/Users/Dima/AppData/Roaming/Godot/mono/mono_logs/2022-04-24_13.04.51_3172.log'.
at: mono_log_callback (modules/mono/mono_gd/gd_mono_log.cpp:91)
And One/.ASD#$!@e Two is still valid.
Godot 4 is working and Godot 3 is still broken, does it make sense to keep this issue open?
v4.1.3.stable.mono.official [f06b6836a] works:
Running: "C:\Program Files\dotnet\dotnet.EXE" build "C:/My/Projects/GE/One, Two/One- Two.csproj" -c Debug -v normal -l:GodotTools.BuildLogger.GodotBuildLogger,C:/My/Godot/godot_v4.0/Godot_v4.1.3-stable_mono_win64/GodotSharp/Tools\GodotTools.BuildLogger.dll;C:/Users/Dima/AppData/Roaming/Godot/mono/build_logs\5185b1a76df29fd619ad4deeda062bb7_Debug -p:GodotTargetPlatform=windows
MSBuild version 17.7.4+3ebbd7c49 for .NET
Build started ср 22.11.2023 21:39:57.
1>Project "C:\My\Projects\GE\One, Two\One- Two.csproj" on node 1 (Restore target(s)).
1>_GetAllRestoreProjectPathItems:
Determining projects to restore...
..............................................................
"C:\My\Projects\GE\One, Two\.godot\mono\temp\obj\Debug\ref\One- Two.dll".
One- Two -> C:\My\Projects\GE\One, Two\.godot\mono\temp\bin\Debug\One- Two.dll
Copying file from "C:\My\Projects\GE\One, Two\.godot\mono\temp\obj\Debug\One- Two.pdb" to "C:\My\Projects\GE\One, Two\.godot\mono\temp\bin\Debug\One- Two.pdb".
1>Done Building Project "C:\My\Projects\GE\One, Two\One- Two.csproj" (default targets).
Build succeeded.
0 Warning(s)
0 Error(s)
Time Elapsed 00:00:02.29
v3.5.3.stable.mono.official [6c814135b] still broken
Godot Engine v3.5.3.stable.mono.official.6c814135b - https://godotengine.org
OpenGL ES 3.0 Renderer: NVIDIA GeForce GTX 970/PCIe/SSE2
Async. shader compilation: OFF
Mono: Log file is: 'C:/Users/Dima/AppData/Roaming/Godot/mono/mono_logs/2023-11-22_21.46.59_22632.log'
ERROR: Mono: FATAL ERROR '* Assertion at /root/mono-6.12.0.182/mono/metadata/appdomain.c:2553, condition `aname != NULL' not met
(in domain , error)', ABORTING! Logfile: 'C:/Users/Dima/AppData/Roaming/Godot/mono/mono_logs/2023-11-22_21.46.59_22632.log'.
at: mono_log_callback (modules/mono/mono_gd/gd_mono_log.cpp:91)
Godot 4 is working and Godot 3 is still broken, does it make sense to keep this issue open?
I'd recommend keeping this issue open as it's a crash.