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neuron_mocap_live_unity's Issues

A NeuronActor is always returned, even if PN Studio is closed

Hello PN team,

I noticed a behaviour which baffled me, while writing a code that tries to determine whether a connection to an actor was successful.
The code in question is at the NeuronSource.cs file, specifically in the AcquireActor() method:

 public NeuronActor AcquireActor( int actorID)
		{
            lock (actorCreateDestroyLock)
            {
                NeuronActor actor = FindActorById(actorID);
                if (actor != null)
                {
                    return actor;
                }

                actor = CreateActor(actorID);
                return actor;
            }

What I see here (after also following the FindActorById() method) is that regardless of whether an actor is found or not, the method will never return null.

This means that the caller ( in this case the Connect() method), will never be able to determine whether an actor with a specified ID exists or not.

Is this behaviour intentional ? Do you expect the removal of the actor = CreateActor(actorID); line to lead to serious problems down the line?

Thanks for your time.

Critical Bug in MocapApiManager.cs

Hello Perception Neuron team,

I just spotted what seems to be a bug in Scripts/Mocap/MocapApiManager.cs

The code in question is at the beginning of the file

    static bool isConnectFailed = false;
    public static bool IsConnectFailed
    {
        get
        {
            return IsConnectFailed;
        }
    }

and specifically in the return value of the IsConnectFailed read-only property.

It seems to me that your intention was to return the private isConnectFailed variable instead.

Furthermore, and more importantly, the code above should result in a stack overflow, with the property calling itself in perpetuity.

Please correct me if I'm wrong in any of the above, happy to fork and issue a PR if you guys are busy.

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