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Endless spam of errors (2020.1.0b2)

Discussion in '2020.1 Beta' started by Hyp-X, Mar 19, 2020.

  1. Hyp-X

    Hyp-X

    Joined:
    Jun 24, 2015
    Posts:
    421
    Hi,

    I just checked out 2010.1.0b2 and I get an endless spam of error messages.

    The following messages repeat over and over:

    Code (CSharp):
    1. Allocation of 104 bytes at 000002B2F00008F0
    2. 0x00007FF7E9D77C3C (Unity) StackWalker::GetCurrentCallstack
    3. 0x00007FF7E9D7BC61 (Unity) StackWalker::ShowCallstack
    4. 0x00007FF7EAF99475 (Unity) GetStacktrace
    5. 0x00007FF7EBDE4A0E (Unity) DebugStringToFile
    6. 0x00007FF7E8E7F2B6 (Unity) BaseAllocator::LogAllocationInfo
    7. 0x00007FF7E8E7A5D2 (Unity) StackAllocator::WalkAllocations
    8. 0x00007FF7E8E88226 (Unity) TLSAllocator::WalkAllocations
    9. 0x00007FF7E8E7E87A (Unity) TLSAllocator::FrameMaintenance
    10. 0x00007FF7E8E5C980 (Unity) MemoryManager::FrameMaintenance
    11. 0x00007FF7E95AA324 (Unity) `InitPlayerLoopCallbacks'::`2'::PostLateUpdateMemoryFrameMaintenanceRegistrator::Forward
    12. 0x00007FF7E9592B79 (Unity) ExecutePlayerLoop
    13. 0x00007FF7E9592C50 (Unity) ExecutePlayerLoop
    14. 0x00007FF7E9597FC4 (Unity) PlayerLoop
    15. 0x00007FF7EA7E6FCD (Unity) PlayerLoopController::UpdateScene
    16. 0x00007FF7EA7E62C8 (Unity) Application::TickTimer
    17. 0x00007FF7EAFBF0DC (Unity) MainMessageLoop
    18. 0x00007FF7EAFC87AE (Unity) WinMain
    19. 0x00007FF7ECBEA916 (Unity) __scrt_common_main_seh
    20. 0x00007FF8CF197BD4 (KERNEL32) BaseThreadInitThunk
    21. 0x00007FF8D07CCED1 (ntdll) RtlUserThreadStart
    22. (Filename: C:\buildslave\unity\build\Runtime/Allocator/BaseAllocator.cpp Line: 75)
    23.  
    24. Allocation of 100 bytes at 000002B2F0000560
    25. 0x00007FF7E9D77C3C (Unity) StackWalker::GetCurrentCallstack
    26. 0x00007FF7E9D7BC61 (Unity) StackWalker::ShowCallstack
    27. 0x00007FF7EAF99475 (Unity) GetStacktrace
    28. 0x00007FF7EBDE4A0E (Unity) DebugStringToFile
    29. 0x00007FF7E8E7F2B6 (Unity) BaseAllocator::LogAllocationInfo
    30. 0x00007FF7E8E7A5D2 (Unity) StackAllocator::WalkAllocations
    31. 0x00007FF7E8E88226 (Unity) TLSAllocator::WalkAllocations
    32. 0x00007FF7E8E7E87A (Unity) TLSAllocator::FrameMaintenance
    33. 0x00007FF7E8E5C980 (Unity) MemoryManager::FrameMaintenance
    34. 0x00007FF7E95AA324 (Unity) `InitPlayerLoopCallbacks'::`2'::PostLateUpdateMemoryFrameMaintenanceRegistrator::Forward
    35. 0x00007FF7E9592B79 (Unity) ExecutePlayerLoop
    36. 0x00007FF7E9592C50 (Unity) ExecutePlayerLoop
    37. 0x00007FF7E9597FC4 (Unity) PlayerLoop
    38. 0x00007FF7EA7E6FCD (Unity) PlayerLoopController::UpdateScene
    39. 0x00007FF7EA7E62C8 (Unity) Application::TickTimer
    40. 0x00007FF7EAFBF0DC (Unity) MainMessageLoop
    41. 0x00007FF7EAFC87AE (Unity) WinMain
    42. 0x00007FF7ECBEA916 (Unity) __scrt_common_main_seh
    43. 0x00007FF8CF197BD4 (KERNEL32) BaseThreadInitThunk
    44. 0x00007FF8D07CCED1 (ntdll) RtlUserThreadStart
    45. (Filename: C:\buildslave\unity\build\Runtime/Allocator/BaseAllocator.cpp Line: 75)
    46.  
    47. TLS Allocator ALLOC_TEMP_THREAD, underlying allocator ALLOC_TEMP_THREAD has unfreed allocations, size 204
    48. 0x00007FF7E9D77C3C (Unity) StackWalker::GetCurrentCallstack
    49. 0x00007FF7E9D7BC61 (Unity) StackWalker::ShowCallstack
    50. 0x00007FF7EAF99475 (Unity) GetStacktrace
    51. 0x00007FF7EBDE4A0E (Unity) DebugStringToFile
    52. 0x00007FF7EBDE4752 (Unity) AssertImplementation
    53. 0x00007FF7E8E7E8CD (Unity) TLSAllocator::FrameMaintenance
    54. 0x00007FF7E8E5C980 (Unity) MemoryManager::FrameMaintenance
    55. 0x00007FF7E95AA324 (Unity) `InitPlayerLoopCallbacks'::`2'::PostLateUpdateMemoryFrameMaintenanceRegistrator::Forward
    56. 0x00007FF7E9592B79 (Unity) ExecutePlayerLoop
    57. 0x00007FF7E9592C50 (Unity) ExecutePlayerLoop
    58. 0x00007FF7E9597FC4 (Unity) PlayerLoop
    59. 0x00007FF7EA7E6FCD (Unity) PlayerLoopController::UpdateScene
    60. 0x00007FF7EA7E62C8 (Unity) Application::TickTimer
    61. 0x00007FF7EAFBF0DC (Unity) MainMessageLoop
    62. 0x00007FF7EAFC87AE (Unity) WinMain
    63. 0x00007FF7ECBEA916 (Unity) __scrt_common_main_seh
    64. 0x00007FF8CF197BD4 (KERNEL32) BaseThreadInitThunk
    65. 0x00007FF8D07CCED1 (ntdll) RtlUserThreadStart
    66. (Filename: C:\buildslave\unity\build\Runtime/Allocator/TLSAllocator.cpp Line: 140)
    67.  
    68. Internal: Stack allocator ALLOC_TEMP_THREAD has unfreed allocations, size 204
    69. (Filename: C:\buildslave\unity\build\Runtime/Allocator/StackAllocator.cpp Line: 192)
    70.  
    71. To Debug, enable the define: DEBUG_STACK_LEAK in StackAllocator.h. This will output the callstacks of the leaked allocations
    72. (Filename: C:\buildslave\unity\build\Runtime/Allocator/StackAllocator.cpp Line: 194)
    73.  
    74.  
    The errors only seem to come when the Editor window has focus.

    As you can see I enabled the native callstack, what else can I do to help find where are these coming from?
     
  2. richardkettlewell

    richardkettlewell

    Unity Technologies

    Joined:
    Sep 9, 2015
    Posts:
    2,268
    I have a fix for an issue that looks like this. It’s hard to say if it’s the exact same thing but it probably is (it sounds like it from your description and log)

    The fix will be probably in b3 or b4. I can check more precisely on Monday, if you need a more specific answer.

    Sorry for the inconvenience!
     
    LeonhardP likes this.
  3. Hyp-X

    Hyp-X

    Joined:
    Jun 24, 2015
    Posts:
    421
    Thanks, I'll keep an eye out for this
     
  4. richardkettlewell

    richardkettlewell

    Unity Technologies

    Joined:
    Sep 9, 2015
    Posts:
    2,268
    I just checked - it’s coming in b4
     
    Hyp-X and DaDonik like this.
  5. Hyp-X

    Hyp-X

    Joined:
    Jun 24, 2015
    Posts:
    421
    Just checked in b4 and the problem seems solved.
    Thank you!
     
    richardkettlewell likes this.
  6. Kheremos

    Kheremos

    Joined:
    Dec 13, 2017
    Posts:
    17
    I think I'm seeing a similar issue? Version 2020.3.16f1
    I'll restart and see if it goes away, but I can't figure out what I'm doing to cause it... This thread came up when I searched the errors.


    TLS Allocator ALLOC_TEMP_THREAD, underlying allocator ALLOC_TEMP_THREAD has unfreed allocations, size 8387
    0x00007ff7ccd60fbc (Unity) StackWalker::GetCurrentCallstack
    0x00007ff7ccd69399 (Unity) StackWalker::ShowCallstack
    0x00007ff7ce284f8c (Unity) GetStacktrace
    0x00007ff7cf3b0b13 (Unity) DebugStringToFile
    0x00007ff7cf3b0812 (Unity) AssertImplementation
    0x00007ff7cbccb6d4 (Unity) TLSAllocator::FrameMaintenance
    0x00007ff7cbca94f0 (Unity) MemoryManager::FrameMaintenance
    0x00007ff7cc4c77bb (Unity) `InitPlayerLoopCallbacks'::`2'::PostLateUpdateMemoryFrameMaintenanceRegistrator::Forward
    0x00007ff7cc4a894c (Unity) ExecutePlayerLoop
    0x00007ff7cc4a8a23 (Unity) ExecutePlayerLoop
    0x00007ff7cc4af859 (Unity) PlayerLoop
    0x00007ff7cd8fc5a1 (Unity) PlayerLoopController::UpdateScene
    0x00007ff7cd8fa236 (Unity) Application::TickTimer
    0x00007ff7ce28e781 (Unity) MainMessageLoop
    0x00007ff7ce2927c1 (Unity) WinMain
    0x00007ff7d00e34b6 (Unity) __scrt_common_main_seh
    0x00007ffc99307034 (KERNEL32) BaseThreadInitThunk
    0x00007ffc9a1e2651 (ntdll) RtlUserThreadStart



    I'm not sure how to fix the root cause, but restarting helps short-term. Apologies if this is entirely unrelated..
     
  7. richardkettlewell

    richardkettlewell

    Unity Technologies

    Joined:
    Sep 9, 2015
    Posts:
    2,268
    Unfortunately there are loads of reasons for the error to happen, and it'll be very hard for us to fix your specific instance of it without reproduction steps.

    Perhaps trying to keep in mind what actions you've performed, before it happens, may help you to narrow it down. Sorry to not be able to give you a great answer - this is a particularly annoying error message!
     
  8. Kheremos

    Kheremos

    Joined:
    Dec 13, 2017
    Posts:
    17
    Nope, it's totally fine. I think I'm actually corrupting something with a near-infinite loop, even after recovering from it, the messages trigger. I've done some refactoring to avoid the situation, apologies that I can't be more specific or give a repro case. I thought I was actually lucky that the loop eventually created an overflow, but it still required a restart anyway because of these messages.
     
    Last edited: Oct 10, 2021
    richardkettlewell likes this.