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Log Spam: 0x000006A6: The binding handle is invalid

Discussion in 'Windows' started by GarthSmith, Apr 4, 2014.

  1. GarthSmith

    GarthSmith

    Joined:
    Apr 26, 2012
    Posts:
    1,240
    Hello!

    I am running a debug build of our game on a Surface RT through the remote debugger.

    This error message appears almost non stop, during and after a scene is loaded.
    I'm working on reducing scene load times. This is one of the errors that gets logged a hundred or so times each scene change. Does anyone know what it means?

    $binderror.jpg
     
    Last edited: Apr 4, 2014
  2. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,505
    Hi,

    why don't you enable break on debug and check stacktrace to find out what's going on? :)
     
  3. bleater

    bleater

    Joined:
    Apr 19, 2012
    Posts:
    24
    I'm having the same issue, same platform. Unity 4.5.5f1. Breaking on the exception doesn't reveal very much to me. Backtrace on the thread:

    Worker Thread ntdll.dll!TppWorkerThread dnsapi.dll!_sync_R_ResolverQuery@32 Normal
    KernelBase.dll!_RaiseException@16()
    rpcrt4.dll!_RpcpRaiseException@4()
    rpcrt4.dll!_RpcRaiseException@4()
    rpcrt4.dll!GenericHandleMgr(struct _MIDL_STUB_DESC const *,unsigned char *,unsigned char const *,unsigned int,void * *)
    rpcrt4.dll!ExplicitBindHandleMgr(struct _MIDL_STUB_DESC const *,unsigned char *,unsigned char const *,void * *)
    rpcrt4.dll!_NdrClientCall2()
    dnsapi.dll!_sync_R_ResolverQuery@32()
    dnsapi.dll!Rpc_ResolverQuery()
    dnsapi.dll!Query_PrivateExW()
    dnsapi.dll!DnsQueryEx()
    mswsock.dll!_SaBlob_Query@24()
    mswsock.dll!_Rnr_DoDnsLookup@4()
    mswsock.dll!_Dns_NSPLookupServiceNext@16()
    ws2_32.dll!NSPROVIDER::NSPLookupServiceNext(void *,unsigned long,unsigned long *,struct _WSAQuerySetW *)
    ws2_32.dll!NSQUERY::LookupServiceNextAsyncCallback(struct _TP_CALLBACK_INSTANCE *,void *)
    ntdll.dll!TppSimplepExecuteCallback()
    ntdll.dll!TppWorkerThread()
    kernel32.dll!@BaseThreadInitThunk@12()
    ntdll.dll!__RtlUserThreadStart()
    ntdll.dll!__RtlUserThreadStart@8() ​

    I guess RPC binding errors make sense considering the log message, but why are we seeing hundreds of RPC binding errors before, during and after app launch?
     
    Last edited: Jan 28, 2015
  4. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,505
    That's a strange looking callstack indeed. Looks like it tries to resolve DNS and fails. I've got 2 theories:

    * It might be Unity profiler trying to connect to editor, though I'm not sure why it would use DNS lookup for that. Try running the application in master configuration. If it still happens, then it's not it - profiler is not present in master configuration.
    * I've also found some people saying that it's actually the fault of VS debugger querying your system. However, it's gonna be really hard to confirm this. In case this is that, it should not be a problem when you launch the application separately.

    Does this cause performance issues as the OP described? If so, did you try running the profiler to figure out the cause?
     
  5. bleater

    bleater

    Joined:
    Apr 19, 2012
    Posts:
    24
    Following up on this, in "master" config, this message doesn't appear, so I guess that reinforces the idea that this might be from the profiler trying to connect to the editor.

    In fact, no Unity debug output appears, which I assume is another thing that is removed in the "master" config, although I didn't see this mentioned in the docs.
     
  6. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,505
    Yes, debug output in Visual Studio window is not present in master configuration. It's only logged to a log file.