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Native Crash - Mono JIT frame (Unknown File) & cached native crashes & missing symbols

Discussion in 'Unity Cloud Diagnostics' started by xrix4096, Feb 6, 2018.

  1. xrix4096

    xrix4096

    Joined:
    Sep 29, 2016
    Posts:
    12
    Hi,

    My app has been running fine for a while but recently I started noticing a large number of crashes caught by the performance reporting, all with the title "Native Crash - Mono JIT frame (Unknown File)". Looking in the player log there is always a massive JSON upload

    "Uploading Native Crash Event: {"report_version":1,"event_json":"{\"project_id\""....

    ... near the start. This happens on every single run of the app, despite there being no obvious signs of crashing. The backtrace in the performance reporting isn't especially useful:

    Thread 0 (crashed)
    0 Mono Runtime Mono JIT frame
    1 libmono.0.dylib mono_jit_runtime_invoke
    2 libmono.0.dylib mono_runtime_invoke
    3 Scintillatron4096 <symbols missing for uuid: c7688072bd0437d38f8019daecc1b2bd>
    .....continues as such

    So I've now spent several days trying to figure this out without success. I've now got to the stage where I've taken EVERYTHING out of my project with the exception of a single empty scene - no assets or scripts of any type and it STILL logs that exception and does the upload at the start of the player log. Are these crashes cached in some way so that it's uploading an old crash repeatedly?

    Further evidence of caching is that I've now changed my app name to TESTAPP from Scintillatron4096 and built it to a test directory. The stack trace still shows "Scintillatron4096" despite there being no reference to that name in the app any longer and the "Uploading Native Crash Event" shows multiple references both to that old app name and also the old build directory that I was using days ago rather than today. This may be why the symbols are missing in the stack trace as there simply isn't a binary called Scintillatron4096 any longer as it's been renamed to test.

    So does anybody know:

    a) How to debug from such an anonymous stack trace
    b) How a project with nothing but an empty scene can crash anyway
    c) How are references to the old app name and old build path appearing in the crash upload JSON?

    Been at this for days now and it's driving me nuts!

    Cheers

    -- Chris
     
    mixwrx likes this.
  2. xrix4096

    xrix4096

    Joined:
    Sep 29, 2016
    Posts:
    12
    OK after having to go down to Dtrace level to find out what my empty application as been reading to find this stale crash event to upload I found the following files:

    /Users/chris/Library/Caches/com.plausiblelabs.crashreporter.data/com.kfunction.scintillatron4096/live_report.plcrash

    This was containing a crash from over a day ago that was being constantly uploaded at the start of every session of my (now empty) app.

    Surely this must be a bug? It is reporting an exception every time my app launches even though it hasn't actually crashed since yesterday.

    Still no idea how to debug the actual "Native Crash - Mono JIT frame (Unknown File)" problem though

    -- Chris
     
    mozebek likes this.
  3. johng_unity

    johng_unity

    Unity Technologies

    Joined:
    Nov 5, 2015
    Posts:
    158
    @xrix4096 - yes, this sounds like a bug and we're going to investigate.
     
  4. DanjelRicci

    DanjelRicci

    Joined:
    Mar 8, 2010
    Posts:
    310
    I'd like to join the party. We just published the OSX version of our game and for the first time ever I got mostly the same error, which is crashing the game. This is apparently happening only on my machine (Macbook Pro late 2013, OSX 10.13.3), and only in the standalone version, nothing like that while running in the editor. Compiled with Unity 2017.3.0p3.
    Here's the stack trace from the online performance reporting:

    Native Crash - Mono JIT frame (Unknown File)

    Thread 0 (crashed)
    0 Mono Runtime Mono JIT frame
    1 Mono Runtime Mono JIT frame
    2 Mono Runtime Mono JIT frame
    3 libmono.0.dylib mono_jit_runtime_invoke
    4 libmono.0.dylib mono_runtime_invoke
    5 libmono.0.dylib mono_runtime_invoke_array
    6 libmono.0.dylib ves_icall_InternalInvoke
    7 Mono Runtime Mono JIT frame
    8 Mono Runtime Mono JIT frame


    EDIT: Some bits from the log I get after the game crashes:

    Thread 0 Crashed:: MainThrd Dispatch queue: com.apple.main-thread
    0 ??? 0x00000001368c91ba 0 + 5210149306
    1 ??? 0x00000001564188de 0 + 5742102750
    2 ??? 0x0000000156418dbf 0 + 5742103999
    3 libmono.0.dylib 0x000000011950a0c6 0x119500000 + 41158
    4 libmono.0.dylib 0x0000000119636a06 mono_runtime_invoke + 117
    5 libmono.0.dylib 0x000000011963c7ac mono_runtime_invoke_array + 946
    6 libmono.0.dylib 0x00000001195fb0e7 0x119500000 + 1028327
    7 ??? 0x0000000122d2e2d9 0 + 4879213273
    8 ??? 0x000000012824789e 0 + 4968446110

    Thread 0 crashed with X86 Thread State (64-bit):
    rax: 0x0000000000000000 rbx: 0x0000000000000001 rcx: 0x00007ffeefbfb820 rdx: 0x000000010416bed8
    rdi: 0x0000000000000000 rsi: 0x000000010414e878 rbp: 0x00007ffeefbfb1d0 rsp: 0x00007ffeefbfb160
    r8: 0x00000001197afe58 r9: 0x000000000002dcad r10: 0x0000000104775b40 r11: 0x0000000102612d30
    r12: 0x00000001515e7c08 r13: 0x000000010419b078 r14: 0x00000001518e0d20 r15: 0x00000001518e0d20
    rip: 0x00000001368c91ba rfl: 0x0000000000000202 cr2: 0x0000000180fda3c4

    Logical CPU: 0
    Error Code: 0x020000b8
    Trap Number: 133
     
    Last edited: Mar 8, 2018
  5. Morgondag

    Morgondag

    Joined:
    Dec 29, 2014
    Posts:
    35
    Having the lovley
    Native Crash - Mono JIT frame (Unknown File)

    here is a stacktrace

    Thread 0 (crashed)
    0 Mono Runtime Mono JIT frame
    1 Mono Runtime Mono JIT frame
    2 libmono.0.dylib <symbols missing for uuid: 4eb0bbaec0b632fbad97dfd832693a99>
    3 libmono.0.dylib <symbols missing for uuid: 4eb0bbaec0b632fbad97dfd832693a99>
    4 imprint-X <symbols missing for uuid: dd8cf935e7b437ddaa669a68143f5403>
    5 imprint-X <symbols missing for uuid: dd8cf935e7b437ddaa669a68143f5403>
    6 imprint-X <symbols missing for uuid: dd8cf935e7b437ddaa669a68143f5403>
    7 imprint-X <symbols missing for uuid: dd8cf935e7b437ddaa669a68143f5403>
    8 imprint-X <symbols missing for uuid: dd8cf935e7b437ddaa669a68143f5403>
    9 Foundation <symbols missing for uuid: b99f94e7117e39cca65db7aea8998481>
    10 CoreFoundation <symbols missing for uuid: 7afe9c8fa5623afc8402117aa02f57e9>
    11 CoreFoundation <symbols missing for uuid: 7afe9c8fa5623afc8402117aa02f57e9>
    12 CoreFoundation <symbols missing for uuid: 7afe9c8fa5623afc8402117aa02f57e9>
    13 CoreFoundation <symbols missing for uuid: 7afe9c8fa5623afc8402117aa02f57e9>
    14 CoreFoundation <symbols missing for uuid: 7afe9c8fa5623afc8402117aa02f57e9>
    15 HIToolbox <symbols missing for uuid: d1a799bc146a35e886ffe36273123006>
    16 HIToolbox <symbols missing for uuid: d1a799bc146a35e886ffe36273123006>
    17 HIToolbox <symbols missing for uuid: d1a799bc146a35e886ffe36273123006>
    18 AppKit <symbols missing for uuid: d03ae413c6013b7ca3d4fc32f4c13940>
    19 AppKit <symbols missing for uuid: d03ae413c6013b7ca3d4fc32f4c13940>
    20 gameoverlayrenderer.dylib <symbols missing for uuid: 0f98fb47e6fe3368bb46a58988194b94>
    21 AppKit <symbols missing for uuid: d03ae413c6013b7ca3d4fc32f4c13940>
    22 AppKit <symbols missing for uuid: d03ae413c6013b7ca3d4fc32f4c13940>
    23 imprint-X <symbols missing for uuid: dd8cf935e7b437ddaa669a68143f5403>
     
  6. DanjelRicci

    DanjelRicci

    Joined:
    Mar 8, 2010
    Posts:
    310
    Any news on this? I realized this is happening on OSX regardless of the machine. Still no idea where to look.

    EDIT: now that I read again the first post, I too am experiencing the same issue with caching and reporting of previous crashes. Basically the Performance Reporting dashboard of my current project is flooded with errors I am 100% sure I fixed months ago, things coming straight from the very alpha stage of the game; I see crashes on stuff that's very unlikely to have errors at the current state of the project. Sometimes report count will surpass 500.000.
     
    Last edited: Mar 14, 2018
    mixwrx likes this.
  7. johng_unity

    johng_unity

    Unity Technologies

    Joined:
    Nov 5, 2015
    Posts:
    158
    @DanjelRicci --- specifically regard to the issue you describe about about the reporting of previous crashes, we've identified the cause of that issue and are working on a fix.
     
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  8. DanjelRicci

    DanjelRicci

    Joined:
    Mar 8, 2010
    Posts:
    310
    We managed to narrow down the crash to a particular line, which worked very much like this:

    MyPlayer myPlayer = playerObject.GetComponent<MyPlayer>();
    try{
    someVariable = myPlayer.someOtherVariable;
    }


    This crashed inside the try statement because of myPlayer being null. We solved by checking null on myPlayer with an if statement instead of within a try / catch block (pretty dirty I realize). Annoying that it only crashed on OSX standalone with a very generic error, but I realize this is probably because of something strictly dependent on how the compiler handles this stuff.
     
  9. mixwrx

    mixwrx

    Joined:
    Feb 23, 2015
    Posts:
    1
    Any more info on this John? Cause/ workaround? Mac standalone seems very fragile on 2017.3.1. All fine in editor, almost seems like the standalone mac build isn't catching any errors and just aborting?

    Edit: actually, turning off crash reporting seems to prevent the immediate crash, for the time being
     
    Last edited: Mar 23, 2018
  10. johng_unity

    johng_unity

    Unity Technologies

    Joined:
    Nov 5, 2015
    Posts:
    158
    Unfortunately, the only workaround at the current time is to disable Performance Reporting. However, we do have a fix in-progress and will be putting it in a patch release for 2017.3
     
  11. Sebioff

    Sebioff

    Joined:
    Dec 22, 2013
    Posts:
    218
    Got an update on the current state of this? Our game has been crashing on macOS for a few months and I only now found this thread. After disabling Performance Reporting everything works fine again.
     
  12. DanjelRicci

    DanjelRicci

    Joined:
    Mar 8, 2010
    Posts:
    310
    Yeah it would be nice to know if the Performance Reporting spam bug has been solved. I don't think I have read that in the recent changelogs, but I may have missed it.
     
  13. johng_unity

    johng_unity

    Unity Technologies

    Joined:
    Nov 5, 2015
    Posts:
    158
    Hi @Sebioff and @DanjelRicci --- apologies for the delay. We have made a fix for this and will be getting the fix into a patch of 2018.1 and 2017.4. Unfortunately, I don't know for sure which patches it will be as there are a couple dependencies that we're trying to manage. We'll keep you updated.
     
  14. nlabsoftdev04

    nlabsoftdev04

    Joined:
    Mar 27, 2017
    Posts:
    4
    A similar problem persists for me with 2019.1.8f1

    Native StackTrace:

    Thread 0
    0 myAppName 0x00000001010a79d8 <symbols missing for uuid: b20d37383f303eabaa69a554a4bafa8f>
    1 myAppName 0x00000001010b6c78 <symbols missing for uuid: b20d37383f303eabaa69a554a4bafa8f>
    2 myAppName 0x00000001010b65b8 <symbols missing for uuid: b20d37383f303eabaa69a554a4bafa8f>
    3 myAppName 0x000000010100fa68 <symbols missing for uuid: b20d37383f303eabaa69a554a4bafa8f>
    4 myAppName 0x0000000101245b30 <symbols missing for uuid: b20d37383f303eabaa69a554a4bafa8f>
    5 myAppName 0x0000000101246260 <symbols missing for uuid: b20d37383f303eabaa69a554a4bafa8f>
    6 myAppName 0x000000010125106c <symbols missing for uuid: b20d37383f303eabaa69a554a4bafa8f>
    7 myAppName 0x00000001014af128 <symbols missing for uuid: b20d37383f303eabaa69a554a4bafa8f>
    8 myAppName 0x0000000100a94e60 <symbols missing for uuid: b20d37383f303eabaa69a554a4bafa8f>
    9 UIKitCore 0x000000026712cdb0 -[UIApplication _terminateWithStatus:]
    10 (Mono) Mono JIT frame
    11 (Mono) Mono JIT frame
    12 (Mono) Mono JIT frame
    13 (Mono) Mono JIT frame
    14 (Mono) Mono JIT frame
    15 (Mono) Mono JIT frame
    16 (Mono) Mono JIT frame
    17 (Mono) Mono JIT frame
    18 (Mono) Mono JIT frame
    19 (Mono) Mono JIT frame
    20 (Mono) Mono JIT frame
    21 libdyld.dylib 0x0000000239740fd8 start