handzlikchris / handzlikchris/FastScriptReload

Editor Crash when quitting while in Playmode

Abierto
#160 1 comentario 0 reacciones 0 asignados Ver en GitHub

Nadie ha tomado este issue todavía.

bug
Lenguaje dominante
C#
Estrellas
2.2k
Forks
167
Métricas de merge de PR
Sin PR fusionados en 30 d

Descripción

So when closing the UnityEditor while in playmode, the Finalizer of FastScriptReloadManager causes Unity to Crash.

Here is the Stack Trace from the Unity Log:
```
=================================================================
Managed Stacktrace:
=================================================================
at <0xffffffff>
at UnityEngine.DebugLogHandler:Internal_Log <0x000f9>
at UnityEngine.DebugLogHandler:LogFormat <0x000da>
at UnityEngine.Logger:Log <0x001dd>
at ImmersiveVrToolsCommon.Runtime.Logging.LoggerScoped:LogInternal <0x000eb>
at ImmersiveVrToolsCommon.Runtime.Logging.LoggerScoped:LogError <0x00072>
at FastScriptReload.Editor.FastScriptReloadManager:Finalize <0x00172>
at System.Object:runtime_invoke_virtual_void__this__ <0x0018b>
=================================================================
```

The problem is that LoggerScoped uses `UnityEngine.Debug.unityLogger.Log` in the background, which is `null` as soon as Unity is quitting... An exception in that state causes Unity to hard-crash...
```csharp
private static void LogInternal(LogType logType, object message, Object context)
{
UnityEngine.Debug.unityLogger.Log(logType, string.Empty, (object) (LoggerScoped.LogPrefix + message), context);
}
```

To fix the issue I created a Flag that is set as reaction to the quitting Event of the Editor Application.
When the flag is set during deconstruction, it exits early and makes no calls to the LoggerScoped.
Cleanup of the FileWatchers should be savely ommittable in this instance as the process is shutting down anyway. The watchers being IDisposables should automatically dispose themselves.

```diff
@@ -239,6 +239,10 @@ static FastScriptReloadManager()
//do not add init code in here as with domain reload turned off it won't be properly set on play-mode enter, use Init method instead
EditorApplication.update += Instance.Update;
EditorApplication.playModeStateChanged += Instance.OnEditorApplicationOnplayModeStateChanged;
+ EditorApplication.quitting += () =>
+ {
+ _editorIsClosing = true;
+ };

///if is enabled, disable auto reload automatically when launching editor. Will be enabled automatically when adding file watcher manually
if ((bool)FastScriptReloadPreference.WatchOnlySpecified.GetEditorPersistedValueOrDefault() && SessionState.GetBool("NEED_EDITOR_SESSION_INIT", true))
@@ -248,8 +252,10 @@ static FastScriptReloadManager()
}
}

+ private static bool _editorIsClosing;
~FastScriptReloadManager()
{
+ if (_editorIsClosing) return;
LoggerScoped.LogDebug("Destroying FSR Manager ");
if (_instance != null)
{
```

Guía de contribución

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Primeros pasos

  1. Lee el issue completo y luego la guía de contribución del proyecto.
  2. Comenta en el issue que vas a ocuparte — evita que dos personas hagan lo mismo.
  3. Haz un fork del repositorio y trabaja en una rama.
  4. Abre un pull request que haga referencia al número del issue.

Línea de trabajo

Comienza con la inicialización estática y el finalizador de FastScriptReloadManager; después, inspecciona LoggerScoped.LogInternal y el evento EditorApplication.quitting descrito en el issue. Reproduce el problema cerrando el Unity Editor durante Playmode; se considera terminado cuando el cierre ya no falla al finalizar el manager, mientras la limpieza normal permanece sin cambios.

Escrito por el modelo de indexación a partir del texto del issue.

Evaluación

Stack tecnológico
csharp, unity
Área
game-dev, tooling
Tipo de issue
Error
Dificultad
3/5
Tiempo estimado
1-2 días
Estado de actividad
Estancado
Claridad
Bastante claro
Aptitud para principiantes
45/100

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