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This repository has been archived by the owner on Jul 19, 2024. It is now read-only.
This happened while I was testing on Unity 2018.4.2f1 on Windows 1903 with the RealtimeStreaming compiled as Debug. Server (HoloLens) crashed and caused the client (Unity) to crash.
I attached VisualStudio to Unity and this is what the library prints on the console:
DataBundleArgsImpl::~DataBundleArgsImpl()
RealtimeMediaSource::OnDataReceived(0)
Connection::RunSocketLoop - Tid: 20584
Connection::OnHeaderReceived() - Tid: 20584
Connection::OnHeaderReceived() - Invalid read size
Exception thrown at 0x00007FF88D8AA839 (KernelBase.dll) in Unity.exe: WinRT originate error - 0x800704B1 : 'The device is not currently connected but it is a remembered connection.'.
Exception thrown at 0x00007FF88D8AA839 in Unity.exe: Microsoft C++ exception: winrt::hresult_error at memory location 0x00000000005FC818.
This is the stack trace:
To me, it seems that RealtimeStreaming throws an exception it could catch later. Often, TCP reads fail when the other party disconnected.
The text was updated successfully, but these errors were encountered:
This happened while I was testing on Unity 2018.4.2f1 on Windows 1903 with the RealtimeStreaming compiled as Debug. Server (HoloLens) crashed and caused the client (Unity) to crash.
I attached VisualStudio to Unity and this is what the library prints on the console:
This is the stack trace:
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To me, it seems that RealtimeStreaming throws an exception it could catch later. Often, TCP reads fail when the other party disconnected.
The text was updated successfully, but these errors were encountered: