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'Corrupted header in binary project.binary (not ECFG)' with exported PCK over 2.1 GB (32-bit signed int) #27168
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Same problem with our project. It works if smaller than 2GB but fails if bigger than 2GB. |
Yeah... I`m sure its a nasty bug. Maybe the solution is separate resources in several PCK files. |
I can partially confirm this on macOS, Godot unable to store individual large files inside PCK:
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Also, Unix file access implementation uses AFAIK by default |
This changes the types of a big number of variables. General rules: - Using `int64_t` in general. With 64-bit we no longer need to use unsigned type. That matches `Variant` better and avoids akward casts. Checks for negative numbers are performed where they don't make sense (seek, read/write buffer size). - Previous point means no more `size_t` for file size/offsets. - Not worrying about `FileAccess::get_64/store_64` working with unsigneds. I haven't found any place where conversion to unsigned will cause trouble and saves us from having to add `get/store_64_signed` or similar. - Using `int32_t` integers for concepts not needing such a huge range, like pages, blocks, etc. In addition: - Improve usage of integer types in some related places; namely, `DirAccess`, core binds. - The binding for `Directory::get_space_left()` tried to return the size in MiB, but the expression was missing parentheses, so the `1024 * 1024` is removed and it keeps working as usual, returning bytes. Fixes godotengine#27168.
Moved this one to 4.0, since file access will keep being 32-bit in 3.x (and that's the cause of the problem). |
Closing as superseded by godotengine/godot-proposals#400 to keep everything in one place. |
oh no. the PCK file exceed 2GB and when we run the export it doesn't work. we don't know how to reduce the import less than 2GB as this is the Godot bug in file system access. - godotengine/godot#27168 pck more than 2.1 gb error - godotengine/godot#44363 manually put an export template in root folder of this project - https://godotengine.org/qa/75329/game-over-and-not-working-what-best-handle-this-godot-stable - godotengine/godot-proposals#400 it seems that it will only fix in Godot 4.0 - https://docs.godotengine.org/en/stable/getting_started/workflow/export/exporting_pcks.html - godotengine/godot#44363 - godotengine/godot#47254 akien is fixing, but this PR here is still WIP for now unfortunately so now we added 2 export template: Windows and Linux, both 64 bit in the project root folder. simply run HexagonEngine.bat for Windows or HexagonEngine.sh for Linux respectively. those script will print "Hexagon Engine by Perkedel Technologies" then run respective export template.
Adding a comment to this because this is the top google search result for this error message and there is a totally unrelated reason why it can happen! How it happened: Apparently if you upload HTML5 builds to itch.io in multiple succession, and some people played on the intermediate build, their browser will cache some but not all of the HTML5 files, allowing them to attempt to play the game in an inconsistent state. The solution: tell them to Ctrl+F5 lmao. No idea if there's an automateable solution besides 'don't do that' |
Godot version:
3.1
OS/device including version:
Windows 7 x64
Issue description:
Cannot run exported project (there are 2 files in the folder *.EXE and *.PCK)
Get error:
Corrupted header in binary project.binary (not ECFG)
core/project_setting.cpp:484
Error: Could not load gme data at path '.'. Is the .pck file missing?
Looks like is something wrong with "project.binary" file in the PCK archive.
IMPORTANT THING:
If PCK file less that 2.1 GB all runs ok. If PCK file more than 2.1GB - i get error.
Steps to reproduce:
Just export project with PCK file size more than 2.1GB
Minimal reproduction project:
Sorry cannot provide this :(The text was updated successfully, but these errors were encountered: