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[NetCode] Server-only build launched on cloud VM - Crashes In Release Mode works in Debug Mode

Discussion in 'NetCode for ECS' started by adammpolak, Feb 2, 2021.

  1. adammpolak

    adammpolak

    Joined:
    Sep 9, 2018
    Posts:
    450
    I have run both this both on windows and linux and ran it -batchmode -nographics as well as normally

    - Run the build in a VM with all ports open
    - Client is able to connect to the server (connect on port)
    - The connection triggers the server to send RPC to client (which works)
    - Clients send back RPC to server
    - Server receives RPC and adds "NetworkStreamInGame" component to RPC
    - Server starts generating asteroids with Job.WithCode()
    - Crash

    @timjohansson For some reason the stand alone build crashes when in release mode but in debug mode it limps along

    Debug Info
    Config:
    upload_2021-2-2_22-28-54.png
    upload_2021-2-2_21-53-20.png
    Staring Linx Server Build:
    Code (CSharp):
    1. adampolak@moetsi-asteroids-xr-server:~/asteroids$ ./Sample -batchmode -nographics
    2. Set current directory to /home/adampolak/asteroids
    3. Found path: /home/adampolak/asteroids/Sample
    4. PlayerConnection initialized from /home/adampolak/asteroids/Sample_Data (debug = 0)
    5. PlayerConnection initialized network socket : 0.0.0.0 55421
    6. Multi-casting "[IP] 10.0.0.5 [Port] 55421 [Flags] 2 [Guid] 2501959266 [EditorId] 4261281278 [Version] 1048832 [Id] LinuxPlayer(10.0.0.5) [Debug] 1 [PackageName] LinuxPlayer [ProjectName] Sample" to [225.0.0.222:54997]...
    7. Started listening to [0.0.0.0:55421]
    8. Starting managed debugger on port 56266
    9. Preloaded 'lib_burst_generated.so'
    10. PlayerConnection already initialized - listening to [0.0.0.0:55421]
    11. Initialize engine version: 2020.1.17f1 (9957aee8edc2)
    12. [Subsystems] Discovering subsystems at path /home/adampolak/asteroids/Sample_Data/UnitySubsystems
    13. Forcing GfxDevice: Null
    14. GfxDevice: creating device client; threaded=0
    15. NullGfxDevice:
    16.     Version:  NULL 1.0 [1.0]
    17.     Renderer: Null Device
    18.     Vendor:   Unity Technologies
    19. FMOD initialized on nosound output
    20. ERROR: Shader Sprites/Default shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
    21. XRGeneral Settings awakening...
    22. UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    23. UnityEngine.Logger:Log(LogType, Object)
    24. UnityEngine.Debug:Log(Object)
    25. UnityEngine.XR.Management.XRGeneralSettings:Awake()
    26.  
    27. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
    Able to connect to the IP address and get super stuttering response:


    Release Build
    Config:
    upload_2021-2-2_21-55-13.png
    upload_2021-2-2_21-55-29.png
    Running Linux Server Build:

    It crashes
     

    Attached Files:

    Last edited: Feb 3, 2021
  2. timjohansson

    timjohansson

    Unity Technologies

    Joined:
    Jul 13, 2016
    Posts:
    473
    You don't need to change anything in the builtin build dialog, just the build config files. It shouldn't look at the settings you change there - which also means that selecting "server build" doesn't do anything. You should instead add a `Player Scripting Defines` component to the build config and define "UNITY_SERVER".
    We have used linux servers many times and I am not aware of any open bugs related to them.
    I would suggest running the server in gdb / lldb to see where it crashes.
     
  3. adammpolak

    adammpolak

    Joined:
    Sep 9, 2018
    Posts:
    450
    Appreciate the heads up!

    Before I go on the long road of trying to understand the differences between a "debug" LinuxIL2CPP build and a "release" LinuxIL2CPP, any tips on what I should be looking for?

    So just to double check these settings also don't matter for the final build?
    upload_2021-2-3_9-22-59.png