Unity Android crashes when calling Close() on socket
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Description
Hi,
I'm experiencing a very rare issue. It has been driving me crazy for several weeks.
The app crashes on Android when calling Close on the socket.
Did anyone experience this or a similar issue?
Unity editor or any desktop builds work perfectly.
Thanks in advance.
Error is:
_
**__2020-05-19 12:04:51.393 5030-5144/? E/CRASH: pid: 5030, tid: 5144, name: UnityMain >>> com.blyts.chinchon <<<
2020-05-19 12:04:51.396 5030-5144/? E/CRASH: #03 pc 0000e900 ( (wrapper managed-to-native) System.RuntimeType:GetPropertiesByName_native (System.RuntimeType,intptr,System.Reflection.BindingFlags,bool) {0xad003c28} + 0xa8 (0xc578e858 0xc578e97c) [0xc90bff00 - Unity Root Domain]+59648)
2020-05-19 12:04:51.402 5030-5144/? E/AndroidRuntime: FATAL EXCEPTION: UnityMain
Process: com.blyts.chinchon, PID: 5030
java.lang.Error: signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr c6e69ffc
Build fingerprint: 'google/walleye/walleye:10/QQ2A.200501.001.B3/6396602:user/release-keys'
Revision: 'MP1'
pid: 5030, tid: 5144, name: UnityMain >>> com.blyts.chinchon <<<
r0 00000001 r1 0000000c r2 f0e37e89 r3 00000000
r4 00000001 r5 0000000c r6 c680e408 r7 0000001c
r8 a1aa6700 r9 bbed5320 sl b5b4c910 fp c6e6a050
ip c253bb10 sp c6e6a020 lr f0e04195 pc f0e08c0c cpsr bbe5d000
at libc.00004c0c(Native Method)
at libmonobdwgc-2.monoeg_g_ptr_array_sized_new(monoeg_g_ptr_array_sized_new:24)
at libmonobdwgc-2.002e1e80(Native Method)
at Unknown.0000e900(Unknown Source:0_)_**
_
Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start with the reported Close() call in the Unity Android build and compare it with the working desktop builds. Use the supplied UnityMain crash trace, especially GetPropertiesByName_native and libmonobdwgc, to establish a reproducible case and identify the failing component; done requires a confirmed cause and a verified fix or actionable reproduction.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- android, csharp, unity
- Domain
- game-dev, mobile-dev
- Issue type
- Bug
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 15/100