Unity-Technologies / Unity-Technologies/com.unity.netcode.gameobjects
Infinite hang when reloading a scene contains a manually spawned NetworkObject with a SpriteLibrary and a SpriteResolver
還沒有人認領這個 Issue。
- 主要語言
- C#
- 星號
- 2.3k
- 分支
- 461
- 平均合併
- 3 天 16 小時
- 30 天內合併 PR
- 20
描述
Description
Infinite hang when reloading a scene contains a manually spawned NetworkObject with a SpriteLibrary and a SpriteResolver
Reproduce Steps
- Create an empty scene
- Add a NetworkManager, with UnityTransport
- Create a new prefab with NetworkObject, SpriteRenderer, Animator, SpriteLibrary, SpriteResolver (following basically this tutorial: https://www.youtube.com/watch?v=4xPHqEEa-V0)
- Create an empty object
TestCrashwith the following code, and link the prefab from (3) in the inspector
public class TestCrash : NetworkBehaviour
{
[SerializeField] public GameObject prefab = null!;
private bool _alreadyCalled;
private void Start()
{
var networkManager = NetworkManager.Singleton;
var unityTransport = networkManager.GetComponent<UnityTransport>();
// Start local server
unityTransport.UseWebSockets = false; // if applicable
unityTransport.SetConnectionData("0.0.0.0", 7777);
networkManager!.NetworkConfig.NetworkTransport = unityTransport;
networkManager.StartHost();
NetworkManager.Singleton.SpawnManager.InstantiateAndSpawn(
prefab!.GetComponent<NetworkObject>(),
OwnerClientId,
destroyWithScene: true,
position: Vector3.zero
);
}
private void Update()
{
if (_alreadyCalled) return;
if (Time.timeSinceLevelLoad < 3f) return;
_alreadyCalled = true;
NetworkManager.Singleton.SceneManager.LoadScene(SceneManager.GetActiveScene().name, LoadSceneMode.Single);
}
}
TestCrash is some code that
- starts a local server
- spawns the prefab
- waits 3 seconds
- reloads the scene
Actual Outcome
After a few attempts, the scene never reloads and the Unity editor hangs forever (has to be force quitted)
Expected Outcome
The scene reloads every 3s
Environment
- OS: Windows 11
- Unity Version: 6000.4.7f1
- Netcode Version: 2.12.0
Additional Context
- This bug did not happen with 2.12.0 and Unity 6000.3.11f1 (started happening after upgrading to 6000.4.7f1)
- The bug doesn't happen without
destroyWithScene: true, - Removing the SpriteResolver/SpriteLibrary stops the bug from happening
- The NetworkObject must be spawned with
InstantiateAndSpawn, if the prefab is added to the scene, the bug doesn't happen
Here is a dump of the Main Thread stack when the editor is hanging. The CPU is at 0% at that point. Maybe a lock contention?
<unknown> 0x00007ff973d63cb4
<unknown> 0x00007ff973c30543
<unknown> 0x00007ff97107e558
UnityClassic::Baselib_SystemFutex_Wait(int * __ptr64,int,unsigned int) 0x00007ff8886af7f6
ProfilerMutexLock(Mutex & __ptr64,char const * __ptr64,profiling::Marker & __ptr64,char const * __ptr64,int) 0x00007ff88b1a4450
PersistentManager::Lock(PersistentManager::LockFlags,profiling::Marker * __ptr64) __ptr64 0x00007ff88b1a1b83
PersistentManager::GetPathName(EntityId) __ptr64 0x00007ff88b1968bb
GetGUIDFromEntityId(EntityId) 0x00007ff888e786fe
AssetChangedNotifier::UnsubscribeFromAll(EntityId) __ptr64 0x00007ff88a209aee
SpriteRenderer::MainThreadCleanup(void) __ptr64 0x00007ff88b631e42
delete_object_internal_step1(Object * __ptr64) 0x00007ff88b8cd380
CommitBatchDelete(BatchDelete & __ptr64) 0x00007ff88b5286d2
DestroyObjectHighLevel_Internal(Object * __ptr64,bool) 0x00007ff88b532e31
DestroyObjectHighLevel(Object * __ptr64,bool) 0x00007ff88b532ba8
DelayedDestroyCallback(Object * __ptr64,void * __ptr64) 0x00007ff88b7963cb
DelayedCallManager::Update(int) __ptr64 0x00007ff88b797ac8
<unknown> 0x00007ff88b4f9d6b
ExecutePlayerLoop(NativePlayerLoopSystem * __ptr64) 0x00007ff88b517f5b
ExecutePlayerLoop(NativePlayerLoopSystem * __ptr64) 0x00007ff88b51811a
PlayerLoop(void) 0x00007ff88b51d105
EditorPlayerLoop::Execute(void) __ptr64 0x00007ff889ab957a
PlayerLoopController::InternalUpdateScene(bool,bool) __ptr64 0x00007ff889ab2a9c
PlayerLoopController::UpdateSceneIfNeededFromMainLoop(void) __ptr64 0x00007ff889ab4dad
Application::TickTimer(void) __ptr64 0x00007ff889acc4c3
<unknown> 0x00007ff8894bfb2c
UnityMain 0x00007ff8894c8693
<unknown> 0x00007ff6ae972f2a
<unknown> 0x00007ff97360e957
<unknown> 0x00007ff973caad6c
貢獻指南
從這裡開始
- 先讀完整個 Issue,再讀專案的貢獻指南。
- 在 Issue 下留言說明你要接手 —— 這能避免兩個人做同樣的事。
- Fork 儲存庫,在一個分支上完成修改。
- 送出 Pull Request,並在描述裡引用這個 Issue 編號。
研究方向
首先重現啟用 NetworkManager、UnityTransport、InstantiateAndSpawn、SpriteLibrary、SpriteResolver 和 destroyWithScene 的設定,然後在反覆重新載入期間追蹤 NetworkManager.SceneManager.LoadScene。比較所回報的 Unity 和 Netcode 版本之間的行為;完成的標準是場景每 3 秒重新載入一次,且 Unity 編輯器不會卡住。
由索引模型根據 Issue 內容生成。
評估
- 技術堆疊
- csharp, unity
- 領域
- game-dev, networking
- Issue 類型
- 缺陷
- 難度
- 4/5
- 預估耗時
- 3-5 天
- 活躍度
- 冷清
- 描述清晰度
- 基本清楚
- 新手友好度
- 55/100