Search Issue Tracker
By Design
Votes
0
Found in
4.6.0b17
Issue ID
630858
Regression
No
Standalone executable crashes on quit when a master server is used
Using a master server, connecting to it and registering a server can cause a crash on a standalone application quit.
To reproduce:
1. Open attached project. It contains a script that registers and hosts a server. It also disconnects and unregisters the host on application quit
2. Open scene Network_scene. Select "Script" in scene and change the master URL to localhost
3. Build windows standalone. (I'm using x86_64)
4. Download the master server and facilitator from http://unity3d.com/master-server
5. Build both of them and run each executable with a parameter (-p 3658 for master server and -p 3659 for facilitator)
6. Run the built unity executable
7. Press "Connect host". It should now connect to your locally hosted master server
8. Press "TestCec" to join the game
9. Try to close the application - the standalone executable crashes
Stack trace does not provide any useful information. If the executable is built as a development build it does not crash.
Explanation: It's crashing on exit because the server instance is connecting to itself, as a client. This is not supported and will result in unpredictable behaviour
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on JobQueue::HasJobGroupIDCompleted when closing the Editor while in Play mode on a specific project
- In "Preferences" section the “SpriteShape” menu item, the details page title “SpriteShape”, and “ControlPoint” entries are displayed as code strings rather than formatted UI strings
- Errors thrown constantly when Virtual Offset Debug is enabled and lighting was baked on AMD machine
- Persistent Memory Leak when reloading domain and using Distance-based Ghost Importance
- HDRP project doesn't render in standalone player when using High stripping
Add comment