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
- Redoing creation of Sub Scenes and Cube GameObjects in Hierarchy throws “Assertion failed on expression: 'targetScene != nullptr’” error in Console window
- Selecting “New Sub Scene” after assigning “New Scene” in Sub Scene Script Component throws “Destroying GameObjects immediately is not permitted” in the Console window
- Shader Graph "Zoom Step Size" can be set to 0 even though the zoom still works
- Enabling/Disabling the Deprecated Nodes doesn't apply to the opened Shader Graph unless any Variable is added to the Blackboard
- Group Selection title text size is smaller in renaming than the actual font size
Add comment