crash

AAR
AAR
edited May 2014 in Native
I am enabling TCP simply using the LoadBalancing::Client constructor
Hardware Model:      iPad2,1

Date/Time:       2014-05-06 13:23:37.099 +0300
OS Version:      iOS 6.1.3 (10B329)
Report Version:  104

Exception Type:  EXC_BAD_ACCESS (SIGBUS)
Exception Codes: KERN_PROTECTION_FAILURE at 0x001477ad
Crashed Thread:  0

Thread 0 name:  Dispatch queue: com.apple.main-thread
Thread 0 Crashed:
0   GameX              	0x001375d2 unsigned char* ExitGames::Common::MemoryManagement::allocateArray<unsigned char>(unsigned long) + 18
1   GameX              	0x00147c18 ExitGames::Photon::Internal::TConnect::recvBuffer(unsigned char**, int*) + 236
2   GameX              	0x0014738c ExitGames::Photon::Internal::PhotonConnect::service() + 244
3   GameX              	0x001480aa ExitGames::Photon::Internal::TPeer::serviceBasic() + 6
4   GameX              	0x00145eb2 ExitGames::Photon::Internal::PeerBase::service(bool) + 14
5   GameX              	0x00120166 NetworkLogic::run() (NetworkLogic.cpp:302)
6   GameX              	0x000f6af2 cPhotonCloudMessaging::update(float const&) (photon_cloud_messaging.cpp:119)

can you help as with this crash, please?

i use version 3.2.5.3

Comments

  • Hi AAR.

    How big are the messages with which this is happening? If this is only happening with message sizes above at least 100kb then this is a known bug that will be fixed in one of the next releases. For the time being as a workaround you you could just split your messages into smaller parts.

    If it is also happening for smaller messages, then it has to e some other issue and in that case I would like to ask you for a self contained reproduction case so that we can track down that problem.
  • messages not more than 500b
    we investigate that crash occur only on iPad 2 with iOS 6.1.3
    on iPad 3 (iOS 7.0.4, iOS 6.1.3), iPad 2 (iOS 7.0.4), iphone 5 (iOS 6.1.4) everything ok

    crash occurs in random places - for example, then joining room
  • Does it also happen with the demo within the Photon client SDK or only with your game code?