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Question by Mortoc · Nov 14, 2012 at 10:28 PM · builddebuggingflash

Threading is somehow included in my Flash Build, how to I track down what's using it?

I'm making a flash build of a tiny game. When I started porting it, there were a ton of issues being thrown by the build step FlashDotNetAPIValidationRule (things like System.TextBuilder.AppendLine is not supported). These were easy enough to port, but now I'm down to my last error:

  Usage of a type or method not supported by Unity Flash.
 * Details:   Invokes an unsupported method System.Int32 System.Threading.Interlocked::CompareExchange(System.Int32&,System.Int32,System.Int32) on type System.Threading.Interlocked
 * Source:   debugging symbols unavailable, IL offset 0x0009 at line : 0


I've searched around my project for anything obvious that would be using threads and then I just started commenting out systems that could even conceivably touch threads, but I haven't figured out what's using threads. Does anyone have any advice for tracing code dependencies so that I can debug this sort of problem?

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avatar image Mortoc · Dec 15, 2012 at 09:43 PM 0
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The only thing I can think of at this point is the "debugging symbols unavailable" part. Does anyone know of a way to make the engine aware of the symbols so that I could get a filename and linenumber or any other info that might help?

avatar image Luca8a · Jun 18, 2013 at 03:04 PM 0
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did u find how to solve this problem?

avatar image Mortoc · Jun 18, 2013 at 06:02 PM 0
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Nope. I discontinued this project when Unity discontinued their Flash build. I never figured it out... good luck

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Answer by RalphH · Jul 10, 2013 at 02:06 PM

If all your assemblies are compiled by Unity, then setting "development build" checkbox in the build menu will allow you to track these down.

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Answer by frevd · Mar 24, 2014 at 02:34 AM

This issue is caused with yields in for loops:

 public IEnumerable<Moo> Moos
 {
    get
    {
       foreach (Moo moo in moos)
           yield return moo;  // ERROR
    }
 }

To solve it, do not return the enumerated object.

 public IEnumerable<Moo> Moos
 {
    get
    {
 #if UNITY_FLASH
       List<Moo> res = new List<Moo>(); 
       foreach (Moo moo in moos)
           res.Add(moo); 
       return res;  // somewhat defeats the purpose, but wth
 #else
       foreach (Moo moo in moos)
           yield return moo;  // ERROR
 #endif
 
    }
 }


Enjoy, frevd

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