#Memory leak issue with Unity 6000.0.60f1

1 messages · Page 1 of 1 (latest)

vagrant socket
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it does seem like some odd issue that's happening but I'm only starting a new photon room with multiplayer enabled, and prior to the security patched unity version I haven't had any sort of issue memory wise

white sentinel
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have you also talked to the Photon discord to see if it is a known issue?

junior cipher
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Yeah, as I said, it tried allocating an astronomical amount of memory:

(Filename: Fusion/Fusion.Common/Log.T4.cs Line: 187)

Could not allocate memory: System out of memory!
Trying to allocate: 18446744056529682440B with 16 alignment. MemoryLabel: TempOverflow
Allocation happened at: Line:156 in C:\build\output\unity\unity\Runtime\Core\Containers\Allocators.h
Memory overview

And since very sus photo logs come directly before that, I'd assume it's something with your networking solution.

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The only way you'd see such a huge number is if there was invalid memory access or something of the sort. Very likely if the networking transport does not handle some edge cases correctly.

vagrant socket
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hmm okay, well I guess I could ask in the photon discord, I thought it might have been more unity related since the only change was the unity version

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thanks for the help though in any case! I'm sure I'll figure out something (hopefully)

white sentinel
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If a tire maker (photon) sold you a tire, and the car manufacturer(unity) changes the tire mounts, it would be up to photon to adjust their tires, as Unity is not going to change the vehicle

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🍀

junior cipher
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Actually, might not be photon. Hard to say, but direct cause is:

UI::DepthSortGrid::AddAndGetDepthFor

That's what's trying to allocate the huge amount of memory.
Googling a bit shows reports from 2016 and 2019 and people say that it's caused by text and specifically content size fitter component attached to text.

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Seems to be unity 5.3 mostly. Extremely old.

vagrant socket
junior cipher
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If you don't have text components, it might be something else.
Perhaps it's even related to logs. 🤔

vagrant socket
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this what my ui looks like if anyone was curious, we haven't gotten the design phase for it but it functions or at least it did

junior cipher
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Well, one thing to try is to get rid of it entirely and see if the issue still occurs.

vagrant socket
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if you mean console logs, I have a total of 16 or so messages printed prior to the crash

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okay well I'll try that and possibly setup a debug command to create a room, see if it leads to the crash at the very least

junior cipher
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Another potential culprit is

Cancelling DisplayDialog because it was run from a thread that is not the main thread: Fatal Error! Could not allocate memory: System out

Some kind of dialog ui was supposed to be shown.

vagrant socket
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let me check the newest log though

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yeah nothing new tbh

junior cipher
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The display dialog is likely an OS or editor confirmation window. Not any of your ui.

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I'd try disabling photon in the scene and seeing if you can reproduce the issue.

vagrant socket
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well things work in multiplayer without issue

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only today when I went to test things in multiplayer I ran into the bug, but it's just the craziest thing I've had multiplayer working for a long time now, this project is I would say maybe 2 years old at this point and nothing of this calibre has popped up with multiplayer

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it seems as well as not only causing a crash it's still showing a connection on the photon analyze dashboard, so that's another issue entirely that I have clue as to what I need to do to fix it

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I was thinking maybe I update fusion to v2 but that requires a rewrite of my entire multiplayer codebase, not something I was wanting to do but I guess that's probably my only choice here, at least in thinking that it would fix this issue but it's a very broad fix to something that could possibly not be multiplayer related

junior cipher
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I'd focus on identifying the cause first.

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Less assumptions, more tests and confirmations.

vagrant socket
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well I'm going to test a build out, see if that makes any sort of difference

junior cipher
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Yeah, that would help understand if it's something running only in the editor.

vagrant socket
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huh

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it's an editor thing

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interesting

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it's working perfectly fine in a build I just created a room without issue

junior cipher
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If it is, it could be some kind of editor only error/warning dialog message or something. Possibly spawned by photon.

vagrant socket
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oh one thing I've noticed, is that the crash reporter pops up twice

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could the dialog possibly be in relation to the crash reporter/handler having some sort of error?

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this is the last line in the log "A crash has been intercepted by the crash handler. For call stack and other details, see the latest crash report generated in:"

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though I wonder if that just means the crash handler intercepted a crash, not a crash within a crash kinda thing

junior cipher
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Looking at the logs, there weren't any other crash triggers other than the out of memory one.