Skip to content

Segfault when running PCK from older Godot version with newer Server binary #29084

Closed
@menip

Description

@menip

Godot version:
3.1

OS/device including version:
Ubuntu 18.04

Issue description:
Running a 3.1 export .pck using 3.1.1 server binary results in segfault without message as to why.

Original issue:
Game server runs fine in editor and as exported executable, but not when running .pck file via server binary.
I have game client and server. In editor both run fine, exported and executed directly, both run fine. However when using the server template from https://godotengine.org/download/server I get segfault.

Minimal reproduction project:
Can follow the original ones. The server .pck provided was exported using 3.1-stable, and if run with official 3.1.1 server binary you'll see segfault.
What's curious is as far as I can tell, you still have to click the "Lets go" button on client to trigger crash.

Original steps:
Not sure what issue is, so included my client/server in addition to exports of both. Instructions in zip on how to run and achieve segfault.
Note if you want to export my project, be sure to include *.json resources.

Zip for download at https://menip.itch.io/deathmatch. Password is "godot"

Metadata

Metadata

Assignees

No one assigned

    Type

    No type

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions