PUN iOS crashes

Options
Hello

I'm really lost about this, we have a game and we have PUN successfully working on android, but on iOS 40% of our users are experimenting crashes which seem that are related with photon. Anyone could bring some light about this. This is the trace shown in crashlytics.

Thread : Crashed: photon receive thread
0 hunt 0xcfb7ba il2cpp::vm::Class::Init(TypeInfo*) (Class.cpp:1409)
1 hunt 0xd060e7 il2cpp::vm::Object::NewAllocSpecific(TypeInfo*) (Object.cpp:232)
2 hunt 0xd060e7 il2cpp::vm::Object::NewAllocSpecific(TypeInfo*) (Object.cpp:232)
3 hunt 0xcee595 il2cpp::icalls::System::System::Net::Sockets::end_point_info_to_socket_address(il2cpp::os::EndPointInfo const&) (Socket.cpp:213)
4 hunt 0xcee4d1 il2cpp::icalls::System::System::Net::Sockets::Socket::RecvFrom(Il2CppIntPtr, Il2CppArray*, int, int, il2cpp::icalls::System::System::Net::Sockets::SocketFlags, Il2CppSocketAddress**, int*) (Socket.cpp:829)
5 hunt 0x283d15 Socket_ReceiveFrom_nochecks_exc_m1710579486 (Bulk_System_0.cpp:12366)
6 hunt 0x283901 Socket_Receive_nochecks_m2765323495 (Bulk_System_0.cpp:13844)
7 hunt 0x28374d Socket_Receive_m2251599615 (Bulk_System_0.cpp:12080)
8 hunt 0x267491 SocketUdp_ReceiveLoop_m2405895899 (Bulk_Photon3Unity3D_0.cpp:25255)
9 hunt 0x4e7edb RuntimeInvoker_Void_t2779279689(MethodInfo const*, void*, void**) (Il2CppInvokerTable.cpp:443)
10 hunt 0xd0c36d il2cpp::vm::Runtime::DelegateInvoke(Il2CppDelegate*, void**, Il2CppObject**) (Runtime.cpp:350)
11 hunt 0xcecc17 il2cpp::icalls::mscorlib::System::Threading::ThreadStart(void*) (Thread.cpp:174)
12 hunt 0xcf3b01 il2cpp::os::Thread::RunWrapper(void*) (Thread.cpp:105)
13 hunt 0xcf84d5 il2cpp::os::ThreadImpl::ThreadStartWrapper(void*) (ThreadImpl.cpp:106)
14 libsystem_pthread.dylib 0x2527ac7f _pthread_body + 138
15 libsystem_pthread.dylib 0x2527abf3 _pthread_start + 110
16 libsystem_pthread.dylib 0x25278a08 thread_start + 8

Comments

  • saulmm
    Options
    I forgot to mention that I'm using the version v1.66 (21. January 2016) according the changelog

    Thanks!
  • Tobias
    Options
    We recently had another, similar report. In that case, the player froze. It was also socket-related memory allocation, so I think this might be the same issue in Unity. Case: 778965

    We can't do much about this. As far as I know, our C# code isn't broken, so it's purely related to the export.

    To make sure Unity is aware of this, please report this as bug to Unity.
    And try to use the latest Unity version to export.
    Sorry.