godotjs / godotjs/javascript

Collision Result GC Leading to Engine Crash in GodotJS

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C++
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Description

### Version

4.1-v0.0.20-20240906

### System information

Windows11

### Issue description

```ts
export default class TestScript extends godot.PhysicsBody2D {
collink: any;

_ready() {
this.set_physics_process(true); // Enable physics processing
}

_physics_process(delta: number): void {
let velocity = new godot.Vector2();
if (godot.Input.is_action_pressed("up")) velocity.y -= 1;
if (godot.Input.is_action_pressed("down")) velocity.y += 1;
if (godot.Input.is_action_pressed("left")) velocity.x -= 1;
if (godot.Input.is_action_pressed("right")) velocity.x += 1;

// Normalize velocity vector and scale by speed and delta time
if (velocity.length() > 0) {
velocity.x *= 5;
velocity.y *= 5;

// Update position and handle collisions
// Without storing the collision result, the object is garbage collected (GC)
// which leads to game crashes on subsequent collision checks
const res = this.move_and_collide(velocity, false, 0.08, true);
if (res) this.collink = res; // Store collision result to prevent GC
console.log('res', res);
}
}
}

```

### Steps to reproduce

Just testing the above code

### Minimal reproduction project (MRP)

[game.zip](https://github.com/user-attachments/files/17529435/game.zip)

Guide de contribution

Ouvrir le guide de contribution

Piste de recherche

Start with the attached game.zip reproduction and run the TypeScript script around PhysicsBody2D.move_and_collide. Trace the GodotJS binding and collision-result lifetime, then repeatedly exercise the collision path without manually retaining res. Done means the reproduction no longer crashes during subsequent collision checks.

Rédigé par le modèle d'indexation à partir du texte de l'issue.

Évaluation

Stack technique
cpp, typescript
Domaine
game-dev
Type d'issue
Bug
Difficulté
4/5
Temps estimé
3-5 jours
Activité
À l'abandon
Clarté
Plutôt claire
Accessibilité débutants
38/100

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