Comments (8)
Looks like we explicitly disable RTTI for Irrlicht on MSVC (https://learn.microsoft.com/en-us/cpp/build/reference/gr-enable-run-time-type-information)
minetest/irr/src/CMakeLists.txt
Line 34 in bceef8f
This was probably forgotten in minetest/irrlicht#268 because of the different option name.
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Likely related to this dynamic cast, which needs run-time type information ("RTTI"). I don't see yet why Windows builds would not have this, however. How are you compiling?
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How are you compiling?
Exactly as is described here: https://github.com/minetest/minetest/blob/master/doc/compiling/windows.md#a-using-the-vcpkg-toolchain-and-cmake-gui
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Ah, sorry. I forgot to check inventories with field
s when testing that PR.
Call stack
vcruntime140.dll!00007ffef95e669d()
minetest.exe!GUIModalMenu::remapClickOutside(const irr::SEvent & event) Line 159
at C:\git\minetest\src\gui\modalMenu.cpp(159)
minetest.exe!GUIModalMenu::preprocessEvent(const irr::SEvent & event) Line 384
at C:\git\minetest\src\gui\modalMenu.cpp(384)
minetest.exe!GUIFormSpecMenu::preprocessEvent(const irr::SEvent & event) Line 4077
at C:\git\minetest\src\gui\guiFormSpecMenu.cpp(4077)
[Inline Frame] minetest.exe!MainMenuManager::preprocessEvent(const irr::SEvent &) Line 80
at C:\git\minetest\src\gui\mainmenumanager.h(80)
minetest.exe!MyEventReceiver::OnEvent(const irr::SEvent & event) Line 120
at C:\git\minetest\src\client\inputhandler.cpp(120)
[External Code]
[Inline Frame] minetest.exe!RenderingEngine::run() Line 152
at C:\git\minetest\src\client\renderingengine.h(152)
minetest.exe!Game::run() Line 1168
at C:\git\minetest\src\client\game.cpp(1168)
minetest.exe!the_game(bool * kill, InputHandler * input, RenderingEngine * rendering_engine, const GameStartData & start_data, std::string & error_message, ChatBackend & chat_backend, bool * reconnect_requested) Line 4570
at C:\git\minetest\src\client\game.cpp(4570)
minetest.exe!ClientLauncher::run(GameStartData & start_data, const Settings & cmd_args) Line 209
at C:\git\minetest\src\client\clientlauncher.cpp(209)
minetest.exe!main(int argc, char * * argv) Line 263
at C:\git\minetest\src\main.cpp(263)
[External Code]
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I can reproduce with the MTG sign formspec.
I tested my PR with the MTG creative inventory, which also has a field[]
(https://github.com/minetest/minetest_game/blob/1ce48351ea7b1586710c1e60e863e94ed06e2721/mods/creative/inventory.lua#L175), but I couldn't/can't reproduce there.
EDIT: Actually, the bug I reproduced is probably a different one.
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Your call stack seems to confirm that it's indeed the dynamic cast that's causing this issue (though it seems to be off by one line?).
I can't reproduce on Ubuntu 22.04, building with clang. This is probably a Windows-only (?) build issue, where it compiles without RTTI. The logic introduced in the commit seems fine to me.
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I tested my PR with the MTG creative inventory, which also has a field[], but I couldn't/can't reproduce there.
That is weird. I can reproduce it with the MTG creative inventory (built from recent master
branch, on Windows 10).
I was testing the PR using the Void game, hence no field
in the inventory formspec.
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srifqi: I reproduced the wrong bug, the one I reproduced was caused by a WIP patch of mine.
Tested again with the builds from https://github.com/minetest/minetest/actions/runs/9113898824. I could reproduce with the msvc-x64-portable build, but not with the mingw64 build.
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Related Issues (20)
- Improve Appstream metadata
- Expose footsteps sounds HOT 4
- The water glitches out visually. HOT 7
- Build Flatpak from GitHub CI
- Mainmenu performance regression HOT 3
- Implementation of Compound Operators HOT 4
- The game has no image HOT 2
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- Can't run 64-bit Minetest 5.9 on 64-bit Windows 10 HOT 6
- Reduce retinal rivalry and color shimmering in anaglyph 3D rendering mode by using filters HOT 1
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- Allow large entities: Large collision boxes, large selection boxes, large visuals HOT 3
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- Can't build benchmark and unit tests at the same time HOT 2
- Segmentation fault under specific conditions (apparently unloading the entity the player is attached to) HOT 2
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