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Question Crash on wake out of nowhere...

Discussion in 'Editor & General Support' started by cambrose303, Sep 9, 2022.

  1. cambrose303

    cambrose303

    Joined:
    Oct 4, 2016
    Posts:
    13
    Suddenly out of nowhere, my game is crashing on wake on iOS and Android. Odd things that happened in the last day...

    Had a kernel panic on my machine while Unity was running (corruption?)
    My EventSystem object (EventSystem/Standalone Input Module) suddenly started going into DontDestroyOnLoad without me directing it to. Only discovered this because the console started complaining about 2 input systems after the next scene loaded.

    I've attached the crash from Xcode running live. I'm not sure if this tells me anything actionable.

    I wasn't sure if this started happening before any of this and I just didn't catch it, so I'm in the process of reversing framework changes I made recently. Rolled back from 2021.3.9f1 to .8f1 and it made no difference.

    I have thrown out the Library folder and rebuilt to no effect.

    Any assistance would be greatly appreciated. I honestly have no idea where to even start. What could be making the object go into DontDestroyOnLoad. It's really odd that it just started doing that and I have no idea how to stop it. I have to Destroy it before I load the next scene. What mechanism is there besides calling DontDestroyOnLoad that could put it in this state?

    Thanks for any assistance anyone can provide,
    Cam
     

    Attached Files:

  2. cambrose303

    cambrose303

    Joined:
    Oct 4, 2016
    Posts:
    13
    Wondering if this answers the EventSystem object being pushed to DontDestroyOnLoad... maybe facebook is doing it? I did upgrade to 14.1.0 of the SDK recently so maybe I just missed it when it first started happening.

    This example uses Unity Engine OLD input system. If you are using new Input System and you want to use this example, please set your input configuration to BOTH.
    UnityEngine.Debug:LogWarning (object)
    Facebook.Unity.CodelessUIInteractEvent:Awake ()
    UnityEngine.GameObject:AddComponent<Facebook.Unity.CodelessUIInteractEvent> ()
    Facebook.Unity.ComponentFactory:GetComponent<Facebook.Unity.CodelessUIInteractEvent> (Facebook.Unity.ComponentFactory/IfNotExist)
    Facebook.Unity.FB:Init (string,string,bool,bool,bool,bool,bool,string,string,Facebook.Unity.HideUnityDelegate,Facebook.Unity.InitDelegate)
    Facebook.Unity.FB:Init (Facebook.Unity.InitDelegate,Facebook.Unity.HideUnityDelegate,string)
    SplashScreenController:Awake () (at Assets/Scripts/SplashScreenController.cs:44)
     
  3. cambrose303

    cambrose303

    Joined:
    Oct 4, 2016
    Posts:
    13
    Never mind... I think I've got a handle on it. Looks like it might be another framework that is misbehaving.
     
    Kurt-Dekker likes this.
  4. cambrose303

    cambrose303

    Joined:
    Oct 4, 2016
    Posts:
    13
    Nope, I was incorrect. Still a mystery. Any help would be greatly appreciated!
     
  5. cambrose303

    cambrose303

    Joined:
    Oct 4, 2016
    Posts:
    13
    Even the editor will crash with the following crash log. Does this help to identify the issue? Looks recursive... is there any way of identifying which scripts are running?

    -------------------------------------
    Translated Report (Full Report Below)
    -------------------------------------

    Process: Unity [71613]
    Path: /Applications/2021.3.9f1/Unity.app/Contents/MacOS/Unity
    Identifier: com.unity3d.UnityEditor5.x
    Version: Unity version 2021.3.9f1 (2021.3.9f1)
    Code Type: ARM-64 (Native)
    Parent Process: Unity Hub [3803]
    Responsible: Unity Hub [3803]
    User ID: 501

    Date/Time: 2022-09-09 23:07:39.1827 -0600
    OS Version: macOS 12.5.1 (21G83)
    Report Version: 12
    Anonymous UUID: F6CD718D-ACC9-CB83-DE89-639C8EF6F7F2

    Sleep/Wake UUID: 57388015-9A93-4ABE-8C7F-F3DDFDFA6116

    Time Awake Since Boot: 110000 seconds

    System Integrity Protection: enabled

    Crashed Thread: 0 tid_103 Dispatch queue: com.apple.main-thread

    Exception Type: EXC_BAD_ACCESS (SIGILL)
    Exception Codes: KERN_PROTECTION_FAILURE at 0x000000016d3cffe0
    Exception Codes: 0x0000000000000002, 0x000000016d3cffe0
    Exception Note: EXC_CORPSE_NOTIFY

    Termination Reason: Namespace SIGNAL, Code 4 Illegal instruction: 4
    Terminating Process: Unity [71613]

    VM Region Info: 0x16d3cffe0 is in 0x169bcc000-0x16d3d0000; bytes after start: 58736608 bytes before end: 31
    REGION TYPE START - END [ VSIZE] PRT/MAX SHRMOD REGION DETAIL
    dyld private memory 169b44000-169bc4000 [ 512K] rw-/rwx SM=COW
    GAP OF 0x8000 BYTES
    ---> STACK GUARD 169bcc000-16d3d0000 [ 56.0M] ---/rwx SM=NUL ... for thread 0
    Stack 16d3d0000-16dbcc000 [ 8176K] rw-/rwx SM=PRV thread 0

    Thread 0 Crashed:: tid_103 Dispatch queue: com.apple.main-thread
    0 libmonobdwgc-2.0.dylib 0x14d49d79c monoeg_g_hash_table_lookup_extended + 4
    1 libmonobdwgc-2.0.dylib 0x14d49d884 monoeg_g_hash_table_lookup + 24
    2 libmonobdwgc-2.0.dylib 0x14d3acfe8 mono_class_from_name_checked_aux + 88
    3 libmonobdwgc-2.0.dylib 0x14d3a8e04 mono_class_from_name_checked + 88
    4 libmonobdwgc-2.0.dylib 0x14d3a88a4 mono_class_load_from_name + 36
    5 libmonobdwgc-2.0.dylib 0x14d3c0638 mono_exception_new_by_name_domain + 112
    6 libmonobdwgc-2.0.dylib 0x14d3c0cc8 mono_exception_new_by_name_msg + 108
    7 libmonobdwgc-2.0.dylib 0x14d3c0e04 mono_exception_from_name_msg + 128
    8 Unity 0x102e860c4 scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExceptionPtr*, bool) + 180
    9 Unity 0x102e63ea0 ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool) + 164
    10 Unity 0x102e63d8c bool ScriptingInvocation::Invoke<bool>(ScriptingExceptionPtr*, bool) + 20
    11 Unity 0x102f710ac Scripting::UnityEngine::DebugProxy::CallOverridenDebugHandler(ScriptingObjectPtr, Scripting::UnityEngine::ObjectProxy, ScriptingExceptionPtr*) + 192
    12 Unity 0x102e5f488 Scripting::LogException(ScriptingExceptionPtr, int, char const*, bool) + 120
    13 Unity 0x102e63ee4 ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool) + 232
    14 Unity 0x102e63d8c bool ScriptingInvocation::Invoke<bool>(ScriptingExceptionPtr*, bool) + 20
    15 Unity 0x102f710ac Scripting::UnityEngine::DebugProxy::CallOverridenDebugHandler(ScriptingObjectPtr, Scripting::UnityEngine::ObjectProxy, ScriptingExceptionPtr*) + 192
    16 Unity 0x102e5f488 Scripting::LogException(ScriptingExceptionPtr, int, char const*, bool) + 120
    17 Unity 0x102e63ee4 ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool) + 232
    18 Unity 0x102e63d8c bool ScriptingInvocation::Invoke<bool>(ScriptingExceptionPtr*, bool) + 20
    19 Unity 0x102f710ac Scripting::UnityEngine::DebugProxy::CallOverridenDebugHandler(ScriptingObjectPtr, Scripting::UnityEngine::ObjectProxy, ScriptingExceptionPtr*) + 192
    20 Unity 0x102e5f488 Scripting::LogException(ScriptingExceptionPtr, int, char const*, bool) + 120
    21 Unity 0x102e63ee4 ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool) + 232
    22 Unity 0x102e63d8c bool ScriptingInvocation::Invoke<bool>(ScriptingExceptionPtr*, bool) + 20
    23 Unity 0x102f710ac Scripting::UnityEngine::DebugProxy::CallOverridenDebugHandler(ScriptingObjectPtr, Scripting::UnityEngine::ObjectProxy, ScriptingExceptionPtr*) + 192
    24 Unity 0x102e5f488 Scripting::LogException(ScriptingExceptionPtr, int, char const*, bool) + 120
    25 Unity 0x102e63ee4 ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool) + 232
    26 Unity 0x102e63d8c bool ScriptingInvocation::Invoke<bool>(ScriptingExceptionPtr*, bool) + 20
    27 Unity 0x102f710ac Scripting::UnityEngine::DebugProxy::CallOverridenDebugHandler(ScriptingObjectPtr, Scripting::UnityEngine::ObjectProxy, ScriptingExceptionPtr*) + 192
    28 Unity 0x102e5f488 Scripting::LogException(ScriptingExceptionPtr, int, char const*, bool) + 120
    29 Unity 0x102e63ee4 ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool) + 232
    30 Unity 0x102e63d8c bool ScriptingInvocation::Invoke<bool>(ScriptingExceptionPtr*, bool) + 20
    31 Unity 0x102f710ac Scripting::UnityEngine::DebugProxy::CallOverridenDebugHandler(ScriptingObjectPtr, Scripting::UnityEngine::ObjectProxy, ScriptingExceptionPtr*) + 192
    32 Unity 0x102e5f488 Scripting::LogException(ScriptingExceptionPtr, int, char const*, bool) + 120
    33 Unity 0x102e63ee4 ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool) + 232
    34 Unity 0x102e63d8c bool ScriptingInvocation::Invoke<bool>(ScriptingExceptionPtr*, bool) + 20
    35 Unity 0x102f710ac Scripting::UnityEngine::DebugProxy::CallOverridenDebugHandler(ScriptingObjectPtr, Scripting::UnityEngine::ObjectProxy, ScriptingExceptionPtr*) + 192
    36 Unity 0x102e5f488 Scripting::LogException(ScriptingExceptionPtr, int, char const*, bool) + 120
    37 Unity 0x102e63ee4 ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool) + 232
    38 Unity 0x102e63d8c bool ScriptingInvocation::Invoke<bool>(ScriptingExceptionPtr*, bool) + 20
    39 Unity 0x102f710ac Scripting::UnityEngine::DebugProxy::CallOverridenDebugHandler(ScriptingObjectPtr, Scripting::UnityEngine::ObjectProxy, ScriptingExceptionPtr*) + 192
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    42 Unity 0x102e63d8c bool ScriptingInvocation::Invoke<bool>(ScriptingExceptionPtr*, bool) + 20
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    47 Unity 0x102f710ac Scripting::UnityEngine::DebugProxy::CallOverridenDebugHandler(ScriptingObjectPtr, Scripting::UnityEngine::ObjectProxy, ScriptingExceptionPtr*) + 192
    48 Unity 0x102e5f488 Scripting::LogException(ScriptingExceptionPtr, int, char const*, bool) + 120
    49 Unity 0x102e63ee4 ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool) + 232
    50 Unity 0x102e63d8c bool ScriptingInvocation::Invoke<bool>(ScriptingExceptionPtr*, bool) + 20
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    58 Unity 0x102e63d8c bool ScriptingInvocation::Invoke<bool>(ScriptingExceptionPtr*, bool) + 20
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    62 Unity 0x102e63d8c bool ScriptingInvocation::Invoke<bool>(ScriptingExceptionPtr*, bool) + 20
    63 Unity 0x102f710ac Scripting::UnityEngine::DebugProxy::CallOverridenDebugHandler(ScriptingObjectPtr, Scripting::UnityEngine::ObjectProxy, ScriptingExceptionPtr*) + 192
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    109 ??? 0x384adfbf4 ???
    110 ??? 0x384adf838 ???
    111 ??? 0x385621fe8 ???
    112 ??? 0x384adfe4c ???
    113 ??? 0x384adffc0 ???
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    124 ??? 0x384adfbf4 ???
    125 ??? 0x384adf838 ???
    126 ??? 0x385621fe8 ???
    127 ??? 0x384adfe4c ???
    128 ??? 0x384adffc0 ???
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    154 ??? 0x384adfbf4 ???
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    169 ??? 0x384adfbf4 ???
    170 ??? 0x384adf838 ???
    171 ??? 0x385621fe8 ???
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    184 ??? 0x384adfbf4 ???
    185 ??? 0x384adf838 ???
    186 ??? 0x385621fe8 ???
    187 ??? 0x384adfe4c ???
    188 ??? 0x384adffc0 ???
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    199 ??? 0x384adfbf4 ???
    200 ??? 0x384adf838 ???
    201 ??? 0x385621fe8 ???
    202 ??? 0x384adfe4c ???
    203 ??? 0x384adffc0 ???
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    212 Unity 0x102e2ac60 MonoBehaviour::StartCoroutineManaged2(ScriptingObjectPtr) + 80
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    214 ??? 0x384adfbf4 ???
    215 ??? 0x384adf838 ???
    216 ??? 0x385621fe8 ???
    217 ??? 0x384adfe4c ???
    218 ??? 0x384adffc0 ???
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    229 ??? 0x384adfbf4 ???
    230 ??? 0x384adf838 ???
    231 ??? 0x385621fe8 ???
    232 ??? 0x384adfe4c ???
    233 ??? 0x384adffc0 ???
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    242 Unity 0x102e2ac60 MonoBehaviour::StartCoroutineManaged2(ScriptingObjectPtr) + 80
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    244 ??? 0x384adfbf4 ???
    245 ??? 0x384adf838 ???
    246 ??? 0x385621fe8 ???
    247 ??? 0x384adfe4c ???
    248 ??? 0x384adffc0 ???
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    257 Unity 0x102e2ac60 MonoBehaviour::StartCoroutineManaged2(ScriptingObjectPtr) + 80
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    259 ??? 0x384adfbf4 ???
    260 ??? 0x384adf838 ???
    261 ??? 0x385621fe8 ???
    262 ??? 0x384adfe4c ???
    263 ??? 0x384adffc0 ???
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    274 ??? 0x384adfbf4 ???
    275 ??? 0x384adf838 ???
    276 ??? 0x385621fe8 ???
    277 ??? 0x384adfe4c ???
    278 ??? 0x384adffc0 ???
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    289 ??? 0x384adfbf4 ???
    290 ??? 0x384adf838 ???
    291 ??? 0x385621fe8 ???
    292 ??? 0x384adfe4c ???
    293 ??? 0x384adffc0 ???
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    305 ??? 0x384adf838 ???
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    319 ??? 0x384adfbf4 ???
    320 ??? 0x384adf838 ???
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    334 ??? 0x384adfbf4 ???
    335 ??? 0x384adf838 ???
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    349 ??? 0x384adfbf4 ???
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    379 ??? 0x384adfbf4 ???
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    439 ??? 0x384adfbf4 ???
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    469 ??? 0x384adfbf4 ???
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    499 ??? 0x384adfbf4 ???
    500 ??? 0x384adf838 ???
    501 ??? 0x385621fe8 ???
    502 ??? 0x384adfe4c ???
    503 ??? 0x384adffc0 ???
    504 libmonobdwgc-2.0.dylib 0x14d2958e0 mono_jit_runtime_invoke + 1924
    505 libmonobdwgc-2.0.dylib 0x14d41b6a8 do_runtime_invoke + 104
    506 libmonobdwgc-2.0.dylib 0x14d41b5c8 mono_runtime_invoke + 100
    507 Unity 0x102e86068 scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExceptionPtr*, bool) + 88
    508 Unity 0x102e63ea0 ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool) + 164
    509 Unity 0x102e237d8 Coroutine::InvokeMoveNext(ScriptingExceptionPtr*) + 352
    510 Unity 0x102e22ec8 Coroutine::Run(bool*) + 76
     
  6. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,749
    Does look a little self-loopy... If you have recursive functions, obviously look at their termination conditions.

    But if you have no recursive methods, one of the easiest ways to get recursion is to hook events back and forth all over the place. This is one of the biggest hazards of events, as it is never clear if you are going to get runaway recursion, and a simple mis-connection can trigger it.

    sword swing
    enemy gets hit
    enemy goes aggro
    sword listens for aggro events and notices and deals different damage

    ... and we're off to stack overflow land. Events are extremely dangerous like this because there's really no way to reason about having created an infinite loop in your scene easily.
     
  7. cambrose303

    cambrose303

    Joined:
    Oct 4, 2016
    Posts:
    13
    Except that the game runs just fine. No crashes, no odd behaviour while running. It's very solid.

    This is just a new thing that happens when the device is put to sleep and then awoken after waiting some time. The only thing that happens on awake is a check to see if it needs to reconnect to the backend but nothing has changed in this code for quite some time and there doesn't appear to be any problem with that code as it runs every time the app is launched.

    I've reverted every additional framework (Facebook SDK, AdMob, Unity Mediation Adapter) to see if an update there is causing it. Seems like not so far. This is very frustrating since an update went live before I realized this was an issue and now the crashes are going through the roof as users update. I honestly don't know what else to try. Was just hoping someone might notice something from the crash logs.
     
  8. cambrose303

    cambrose303

    Joined:
    Oct 4, 2016
    Posts:
    13
    Enabled Development Build and Script Debugging and got the name of the crashing function at least...

    UnityFramework`scripting_icall_string_to_utf8:

    and a reference to an offender...
    https://issuetracker.unity3d.com/is...to-utf8-when-using-a-3rd-party-debugging-tool

    Which reminded me that I recently upgraded BackTrace from 3.7.6 to 3.7.7 however reverting that did not resolve anything. Another piece of the puzzle...
     
  9. cambrose303

    cambrose303

    Joined:
    Oct 4, 2016
    Posts:
    13
    Found it... a yield statement in a Coroutine mistakenly got into a conditional statement in a periodic routine. What a presentation... bloody hell.
     
    Kurt-Dekker likes this.
  10. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,749
    Oh I have known this pain... oh my goodness, so mysteriously irritating to find, especially in an intermittent use case.

    So now whenever I make such a coroutine, I always yield a null immediately at the top, even if it might throw my final timing off a bit:

    Code (csharp):
    1. // this will "Foobar" the thing appropriately about once a second
    2. while(true)
    3. {
    4.   yield return null;
    5.  
    6. #if UNITY_ANDROID
    7.   FoobarAndroid();
    8. #endif
    9.  
    10. #if UNITY_IOS
    11.   FoobariOS();
    12. #endif
    13.  
    14.   yield return new WaitForSeconds( 1.0f);
    15. }
    Putting the yield at the end has another commonly dangerous caveat: early-outs via continue.

    Imagine a yield only at the end of a loop and this statement:

    Code (csharp):
    1. while(true)
    2. {
    3.   if (Target.enabled == false)
    4.   {
    5.     continue;  // whoops, misses the yield at the end
    6.   }
    7.   yield return null;
    8. }
    Again, SUPER hard to reason about, and crazy hard when used in low-frequency code.

    I think I shall quote myself afresh,

    "Yield early, yield often, yield like your game depends on it... because it does!"
    - Kurt Dekker
     
    Last edited: Sep 11, 2022