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If I try to export the project from command line but there is build error, either GDScript error or C# error, Godot executable doesn't exit. I need to press Ctrl-C to exit.
A build error seems to cause this problem every time. But I also noticed that sometimes even working build doesn't exit cleanly if I ran the export command from Window's bat-file. However, I don't know to reprocude that.
I also wonder, if it would be better to instantly quit the exporting process, if the build fails. Now the process continues with the savepack.
This is a somewhat shortened and anonymized output:
λ "C:\godot\Godot_v4.3-dev6_mono_win64\Godot_v4.3-dev6_mono_win64_console.exe" --verbose --headless --no-window --export-release "Windows Desktop"
Godot Engine v4.3.dev6.mono.official.89850d553 - https://godotengine.org
TextServer: Added interface "Dummy"
TextServer: Added interface "ICU / HarfBuzz / Graphite (Built-in)"
Using "default" pen tablet driver...
TextServer: Primary interface set to: "ICU / HarfBuzz / Graphite (Built-in)".
.NET: Initializing module...
Found hostfxr: C:\Program Files\dotnet\host/fxr/8.0.4/hostfxr.dll
.NET: hostfxr initialized
.NET: GodotPlugins initialized
CORE API HASH: 3400182566
EDITOR API HASH: 130872444
EditorSettings: Load OK!
EditorTheme: Generating new theme for the config '66886095'.
EditorTheme: Generating new icons.
EditorTheme: Generating new fonts.
EditorTheme: Generating new styles.
Found .NET Sdk version '8.0.204': C:\Program Files\dotnet\sdk\8.0.204
Loaded system CA certificates
Failed to bind socket. Error: 3
Failed to bind socket. Error: 3
EditorSettings: Save OK!
update_scene_groups: begin: Update Scene Groups steps: 16
update_scene_groups: step 0: Updating Scene Groups...
update_scene_groups: step 1: Updating Scene Groups...
update_scene_groups: step 2: Updating Scene Groups...
update_scene_groups: step 3: Updating Scene Groups...
update_scene_groups: step 4: Updating Scene Groups...
update_scene_groups: step 5: Updating Scene Groups...
update_scene_groups: step 6: Updating Scene Groups...
update_scene_groups: step 7: Updating Scene Groups...
update_scene_groups: step 8: Updating Scene Groups...
update_scene_groups: step 9: Updating Scene Groups...
update_scene_groups: step 10: Updating Scene Groups...
update_scene_groups: step 11: Updating Scene Groups...
update_scene_groups: step 12: Updating Scene Groups...
update_scene_groups: step 13: Updating Scene Groups...
update_scene_groups: step 14: Updating Scene Groups...
update_scene_groups: step 15: Updating Scene Groups...
update_scene_groups: end
dotnet_publish_project: begin: Publishing .NET project... steps: 1
dotnet_publish_project: step 0: Running dotnet publish
Running: "C:\Program Files\dotnet\dotnet.EXE" publish C:/godot/foo/bar.csproj -c ExportRelease -r win-x64 --self-contained true -v normal -l:GodotTools.BuildLogger.GodotBuildLogger,... ...
dotnet publish exited with code: 1. Log file: ...
dotnet_publish_project: end
ERROR: Failed to export project: Failed to build project.
at: void GodotTools.Export.ExportPlugin._ExportBegin(System.String[], bool, string, uint) (/root/godot/modules/mono/editor/GodotTools/GodotTools/Export/ExportPlugin.cs:123)
System.InvalidOperationException: Failed to build project.
at GodotTools.Export.ExportPlugin._ExportBeginImpl(String[] features, Boolean isDebug, String path, Int64 flags) in /root/godot/modules/mono/editor/GodotTools/GodotTools/Export/ExportPlugin.cs:line 255
at GodotTools.Export.ExportPlugin._ExportBegin(String[] features, Boolean isDebug, String path, UInt32 flags) in /root/godot/modules/mono/editor/GodotTools/GodotTools/Export/ExportPlugin.cs:line 123
savepack: begin: Packing steps: 102
...
savepack: end
ERROR: Attempting to parent and popup a dialog that already has a parent.
at: (scene/main/window.cpp:1838)
EditorSettings: Save OK!
Unloading: Disposing tracked instances...
Unloading: Finished disposing tracked instances.
XR: Clearing primary interface
XR: Removed interface "Native mobile"
XR: Removed interface "OpenXR"
WARNING: ObjectDB instances leaked at exit (run with --verbose for details).
at: cleanup (core/object/object.cpp:2314)
Leaked instance: Image:9223373671391885761 - Resource path:
Leaked instance: Image:9223373672683731395 - Resource path:
Hint: Leaked instances typically happen when nodes are removed from the scene tree (with `remove_child()`) but not freed (with `free()` or `queue_free()`).
Orphan StringName: _setup_local_to_scene (static: 0, total: 2)
Orphan StringName: EditorFileDialog (static: 1, total: 7)
Orphan StringName: AudioStream (static: 0, total: 1)
Orphan StringName: ItemList (static: 1, total: 9)
Orphan StringName: TabBar (static: 1, total: 9)
Orphan StringName: FileDialog (static: 6, total: 12)
Orphan StringName: AudioStreamRandomizer (static: 1, total: 5)
Orphan StringName: export_presets_runnable_updated (static: 0, total: 1)
Orphan StringName: OptionButton (static: 2, total: 12)
Orphan StringName: Node (static: 12, total: 13)
Orphan StringName: export_presets_updated (static: 0, total: 1)
Orphan StringName: Texture2D (static: 0, total: 5)
Orphan StringName: PopupMenu (static: 1, total: 15)
StringName: 13 unclaimed string names at exit.
^C
Steps to reproduce
Add some build breaking error to the project code.
Run "C:\godot\Godot_v4.3-dev6_mono_win64\Godot_v4.3-dev6_mono_win64_console.exe" --verbose --headless --no-window --export-release "Windows Desktop"
Minimal reproduction project (MRP)
N/A
The text was updated successfully, but these errors were encountered:
Tested versions
Reproducible in v4.3.dev6.mono.official [89850d5]
System information
Godot v4.3.dev6.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.5212) - Intel(R) Core(TM) i5-3570K CPU @ 3.40GHz (4 Threads)
Issue description
If I try to export the project from command line but there is build error, either GDScript error or C# error, Godot executable doesn't exit. I need to press Ctrl-C to exit.
A build error seems to cause this problem every time. But I also noticed that sometimes even working build doesn't exit cleanly if I ran the export command from Window's bat-file. However, I don't know to reprocude that.
I also wonder, if it would be better to instantly quit the exporting process, if the build fails. Now the process continues with the savepack.
This is a somewhat shortened and anonymized output:
Steps to reproduce
"C:\godot\Godot_v4.3-dev6_mono_win64\Godot_v4.3-dev6_mono_win64_console.exe" --verbose --headless --no-window --export-release "Windows Desktop"
Minimal reproduction project (MRP)
N/A
The text was updated successfully, but these errors were encountered: