Unhandled exception crashes the game : A heap has been corrupted
Hello,
I make a Windows game that uses named pipes to communicate with the outside. I can successfully receive data, but the game keeps crashing when I send ~5 messages (yes, 4 is fine but the fifth one makes everything crash, even if messages are identical.. I don't know why).
What happens is a small delay of a second and then the game just closes itself, with no information.
I tried :
Running a "development build" standalone, but the error is not catched into the output log.
Different ways of sending my message (ASync, normal, by disposing NamedPipeClientStream ...) unsuccessfull.
Running from the Editor. In this case I can use Visual Studio to debug and I get the error
"Unhandled exception at ...... (ntdll.dll) in Unity.exe: .....: A heap has been corrupted (parameters: ....)."
I have no idea what is happening here. My hypothesis is that unity's System.IO.Pipes is broken.
I would like to find a workaround or if possible to ignore this error. I am already using try-catch when sending messages and it seems like it does nothing. When running from the editor and debugging with VS, I was able to ignore the error and continue the execution. Maybe I can do that to automatically ?
Here is the send method I use now :
public void send(PipeMessage message)
{
try {
pipeClient = new NamedPipeClientStream(".", sendPipeName, PipeDirection.Out, PipeOptions.Asynchronous);
pipeClient.Connect(timeOut);
pipeClient.BeginWrite(message.bytes, 0, message.bytes.Length, aSyncSend, pipeClient);
}
catch (Exception e) {
}
}
private void aSyncSend(IAsyncResult iar)
{
try
{
NamedPipeClientStream sApipeClient = (NamedPipeClientStream)iar.AsyncState;
sApipeClient.EndWrite(iar);
sApipeClient.Flush();
}
catch (Exception e) {
}
}
I just noticed. If I Close() the stream after Flush(), it will crash at the first message sent. This is very weird and validates my hypothesis
Answer by Ogdy · Nov 03, 2016 at 01:35 PM
I solved it. There is clearly an issue with Unity's pipes or streams, but I made it working by creating a single instance of NamedPipeServerStream and NamedPipeClientStream and reusing them on each iteration.
Imo, this would be the way to do, but on every example I found a new instance was created each time.
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