Quick answer: Set an exit flag, post the Semaphore to wake the thread, let the loop check the flag and return, then call wait_to_finish to join it.

Your producer/consumer worker sleeps on semaphore.wait() until work arrives. At quit, the main thread calls wait_to_finish() and the game hangs because the worker is still parked. You must wake it. Here is how to shut it down cleanly.

How to fix it

1. Add an exit flag

Keep an atomic or mutex-guarded should_exit boolean. In the worker loop, after semaphore.wait(), check the flag first and return if it is set.

2. Post to wake the worker

In _exit_tree, set should_exit = true and then call semaphore.post() once so the parked thread wakes, sees the flag, and exits its loop.

3. Join after signalling

Only after posting should you call thread.wait_to_finish(). This guarantees the thread is awake and returning before you block on the join.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.