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Question by agentargyle · Jul 10, 2016 at 07:19 PM · aicoroutinemultithreading

Is Multi-threading causing API.AI to stop mid-flow?

Hi all,

I'm testing out API.AI's Unity SDK and it works pretty well. But I have noticed that sometimes the code does not seem to reach past line 85 in ApiAiModule.cs. I'm wondering why.

I've added a debug statement at line 86 (line 11 in the snippet) to illustrate

 Debug.Log("Test to see if execution reaches this line.");

To reproduce: add that debug line, then play test, hit listen, say something, then hit stop and look at the log. It should show "Test to see if execution readhes this line". But if you hit Listen, say something and hit Stop again, execution doesn't reach that line. The code stops executing at the previous line: Debug.Log(outText);

Here is the offending code:

 void HandleOnResult(object sender, AIResponseEventArgs e)
 {
     RunInMainThread(() => {
         var aiResponse = e.Response;
         if (aiResponse != null)
         {
             Debug.Log(aiResponse.Result.ResolvedQuery);
             var outText = JsonConvert.SerializeObject(aiResponse, jsonSettings);
             
             Debug.Log(outText); // Execution stops at this line after second listen. 
         Debug.Log("Test to see if execution reaches this line.");
             answerTextField.text = outText;
         
         } else
         {
             Debug.LogError("Response is null");
         }
     });
 }


I am wondering if the call to RunInMainThread(() points to an issue with multi-threading. I also noticed that they turn Start() into a coroutine with Enumerator and Yield statements. That seems odd to me, but then again, I am a noob.

Thanks for taking a look at this!

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Answer by agentargyle · Jul 15, 2016 at 06:44 PM

I put a breakpoint after the lines that don’t seem to get reached and it reaches the breakpoint without outputting to the log or the screen.

                      Debug.Log("Test to see if execution reaches this line.");
                      answerTextField.text = outText;
 (Breakpoint)

And the Application Output shows: Thread started: #2 Thread finished: #2 Thread started: #10 Thread finished: #10

I've been told that debug.log might not work unless in the main thread so that could be it. But this question / answer looks like it could point the way: http://answers.unity3d.com/questions/714590/thread-safety-and-debuglog.html

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