godotengine / godotengine/godot
In memory logging buffer is unbounded. Long logging sessions will crash the editor or render it unusable.
- Dominant language
- C++
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Description
### Tested versions
Reproduces in all versions.
### System information
Godot v4.6.stable - Windows 11 (build 26100) - Multi-window, 2 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (NVIDIA; 32.0.15.7216) - 13th Gen Intel(R) Core(TM) i9-13900K (32 threads) - 63.78 GiB memory
### Issue description
When trying to debug with high frequency logging data, or when logging low frequency data over long runs the Editor will quickly become bogged down and require a force quit.
This is especially frustrating when logging physics or process calls.
I find myself hovering over the "Clear" button and pressing it every few seconds just to keep the editor from locking up. This makes certain debugging techniques all but impossible without custom tooling.
### Steps to reproduce
Put print statement in a process call or two and then wait until around 150,000 lines of logging.
Try and use editor.
Results:
- Editor is unresponsive and freezes
Expected behavior:
- Editor should not freeze when log grows large.
### Minimal reproduction project (MRP)
N/A
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