firebase / firebase/quickstart-unity

GetValueAsync() in Realtime Database often enters infinite wait

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Description

### [REQUIRED] Please fill in the following fields:

* Unity editor version: 2021.3.29
* Firebase Unity SDK version: 10.0.1
* Source you installed the SDK: Unity Package Manager
* Problematic Firebase Component: RealtimeDatabase
* Other Firebase Components in use: Auth
* Additional SDKs you are using: Facebook, UnityAds, Google playgames services
* Platform you are using the Unity editor on: Windows
* Platform you are targeting: Android
* Scripting Runtime: Mono and IL2CPP

### [REQUIRED] Please describe the issue here:

In yesterday, reading and writing data was working fine.
However, this morning when I opened the editor to test the game, I was often unable to read the data in the database. I tried different login methods, including Email and Facebook. Among them, FB could not receive the data every time I executed it, while email is some times good and some times bad, and even if it receive data, it is also from the past.
After searching with different prints, I found that the problem lies here: GetUserReference().Child("logs").GetValueAsync();
I used a coroutine to execute this function. I found that when it reaches this line, it often waits indefinitely and then there is no result.

#### Relevant Code:

IEnumerator LoadID()
{
print("Load ID");
var task = GetUserReference().Child("logs").GetValueAsync();
print("catch the data from base");
yield return new WaitUntil(() => task.IsCompleted);
print("wait for end of coroutine");

if (task.IsFaulted || task.IsCanceled)
{
print(task.Exception);
yield break;
}

DataSnapshot snapshot = task.Result;
print("retuen result: " + snapshot);
if (snapshot.Value != null)
{
print("load player data");
LoadJson(snapshot);
StartCoroutine(LoadCats());
StartCoroutine(LoadBuilds());
}
else
{
//SaveID();
print("no data");
SaveJson_F();
//authManager.validateSignIn(true);
}
}

Contributor guide

Open the contributing guide

Research direction

Start with the LoadID coroutine and the GetUserReference().Child("logs").GetValueAsync() call, then reproduce on Unity 2021.3.29 targeting Android with Firebase Unity SDK 10.0.1. Compare the email and Facebook authentication paths and capture task completion, cancellation, or fault details; done means the read returns or reports a handled failure instead of waiting indefinitely.

Written by the indexing model from the issue text.

Assessment

Tech stack
csharp, unity
Domain
database, mobile-dev
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
32/100

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