Comments (4)
I'm getting the same issue on OSX when using the compiled dylib with the C# wrapper
Here's the trace:
Application Specific Information:
libGameNetworkingSockets.dylib
abort() called
terminating with uncaught exception of type std::__1::system_error: mutex lock failed: Invalid argument
Thread 0 Crashed:: tid_307 Dispatch queue: com.apple.main-thread
0 libsystem_kernel.dylib 0x00007fff5e783b66 __pthread_kill + 10
1 libsystem_pthread.dylib 0x00007fff5e94e080 pthread_kill + 333
2 libsystem_c.dylib 0x00007fff5e6df1ae abort + 127
3 libmonobdwgc-2.0.dylib 0x000000013e5aa4b2 mono_handle_native_crash + 585
4 libsystem_platform.dylib 0x00007fff5e941f5a _sigtramp + 26
5 com.unity3d.UnityEditor5.x 0x0000000100020008 floor1_encode + 696
6 libsystem_c.dylib 0x00007fff5e6df1ae abort + 127
7 libc++abi.dylib 0x00007fff5c5d9f8f abort_message + 245
8 libc++abi.dylib 0x00007fff5c5da113 default_terminate_handler() + 241
9 libobjc.A.dylib 0x00007fff5da1beab _objc_terminate() + 105
10 libc++abi.dylib 0x00007fff5c5f57c9 std::__terminate(void (*)()) + 8
11 libc++abi.dylib 0x00007fff5c5f526f __cxa_throw + 121
12 libc++.1.dylib 0x00007fff5c5c87af std::__1::__throw_system_error(int, char const*) + 77
13 libc++.1.dylib 0x00007fff5c5bac93 std::__1::mutex::lock() + 29
14 libc++.1.dylib 0x00007fff5c5bb118 std::__1::recursive_timed_mutex::lock() + 42
15 libGameNetworkingSockets.dylib 0x0000000120635a40 SteamNetworkingSocketsLib::SteamDatagramTransportLock::Lock() + 16 (steamnetworkingsockets_lowlevel.cpp:75)
16 libGameNetworkingSockets.dylib 0x0000000120626f95 SteamNetworkingSocketsLib::EnsureConfigValueTableInitted() + 53 (steamnetworkingsockets_lowlevel.h:354)
17 libGameNetworkingSockets.dylib 0x000000012062761f SteamNetworkingSocketsLib::CSteamNetworkingSockets::CSteamNetworkingSockets() + 447 (vector:1471)
18 libGameNetworkingSockets.dylib 0x000000012062cd48 _GLOBAL__sub_I_csteamnetworkingsockets.cpp + 2360 (csteamnetworkingsockets.cpp:1239)
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I believe this should be fixed, but not 100% sure since I never did reproduce it.
Fixed?
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@fletcherdvalve Looks like this is fixed on my end! Just pulled and recompiled and am not seeing any crashes. I'm not rigorously testing it against anything but for my case it seems fixed.
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Cool, thanks!
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