Game WP8 rejected, error can not be solved

When the user press “pause” on music player:

in debug mode : game freeze
normal mode : game quit

no message comes from OS, no no

any solutions?

thanks


Requirements
The app must handle exceptions raised by the any of the managed or native System API and not close unexpectedly. During the certification process, the app is monitored for unexpected closure. An app that closes unexpectedly fails certification. The app must continue to run and remain responsive to user input after the exception is handled.
Tip:
A Windows Phone 7 or 8 application may run flawlessly during development and testing, but after submitting it for certification testing, the application may crash or perform unexpectedly. Along these same lines, your application may not perform as expected after publication. This resource, http://support.microsoft.com/kb/2859130, explains the most common reasons for this along with remedies.

Expected Result

  1. Launch your app.

  2. Navigate throughout the app, and then close the app.

  3. Verify that unexpected behavior does not occur during the closing process.

  4. Verify that the app remains responsive to user input and user interaction following an app error.
    Comments:
    The application terminates unexpectedly in response to user input. Steps to reproduce:

  5. Play music on the device from the Music + Videos Hub.

  6. Launch the application.

  7. Press the device’s volume toggle button.

  8. Select “Pause”.

  9. Notice the application unexpectedly terminates.


Which Unity version are you running?

4.3.2f1 (PRO)

That sounds serious. Does your game contain music/sound?

Also, when it crashes, could try to catch the exception in App.xaml.cs file - Application_UnhandledException handler?

yes it use a background music(going to try without…)

Ex : FrameworkDispatcher.Update has not been called. Regular FrameworkDispatcher.Update calls are necessary for fire and forget sound effects and framework events to function correctly. See XNA Game Studio 4.0 Refresh | Microsoft Learn for details.

Tested without music and same behaviour.

We have other 5 game in the WP store just tested and everyones same issue… probably we have been lucky with review team in the past…

What’s the stack trace in the uncaught exception?

‘TaskHost.exe’ (CLR C:\windows\system32\coreclr.dll: DefaultDomain): Loaded ‘C:\windows\system32\mscorlib.ni.dll’. Skipped loading symbols. Module is optimized and the debugger option ‘Just My Code’ is enabled.
‘TaskHost.exe’ (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded ‘C:\windows\system32\System.Windows.RuntimeHost.ni.dll’. Skipped loading symbols. Module is optimized and the debugger option ‘Just My Code’ is enabled.
‘TaskHost.exe’ (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded ‘C:\windows\system32\System.Windows.ni.dll’. Skipped loading symbols. Module is optimized and the debugger option ‘Just My Code’ is enabled.
‘TaskHost.exe’ (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded ‘C:\windows\system32\System.Net.ni.dll’. Skipped loading symbols. Module is optimized and the debugger option ‘Just My Code’ is enabled.
‘TaskHost.exe’ (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded ‘C:\windows\system32\System.ni.dll’. Skipped loading symbols. Module is optimized and the debugger option ‘Just My Code’ is enabled.
‘TaskHost.exe’ (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded ‘C:\windows\system32\System.Xml.ni.dll’. Skipped loading symbols. Module is optimized and the debugger option ‘Just My Code’ is enabled.
‘TaskHost.exe’ (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded ‘C:\Data\Programs{B0353C83-7844-424C-91B7-FE0E8839FA8F}\Install\BoxeGame.DLL’. Symbols loaded.
‘TaskHost.exe’ (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded ‘C:\windows\system32\Microsoft.Phone.ni.dll’. Skipped loading symbols. Module is optimized and the debugger option ‘Just My Code’ is enabled.
‘TaskHost.exe’ (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded ‘C:\windows\system32\Microsoft.Phone.Interop.ni.dll’. Skipped loading symbols. Module is optimized and the debugger option ‘Just My Code’ is enabled.
‘TaskHost.exe’ (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded ‘C:\Data\Programs{B0353C83-7844-424C-91B7-FE0E8839FA8F}\Install\WinRTBridge.DLL’. Cannot find or open the PDB file.
‘TaskHost.exe’ (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded ‘C:\Data\Programs{B0353C83-7844-424C-91B7-FE0E8839FA8F}\Install\BridgeInterface.winmd’. Module was built without symbols.
‘TaskHost.exe’ (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded ‘C:\Data\Programs{B0353C83-7844-424C-91B7-FE0E8839FA8F}\Install\UnityPlayer.winmd’. Module was built without symbols.
‘TaskHost.exe’ (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded ‘C:\windows\system32\WinMetadata\Windows.winmd’. Skipped loading symbols. Module is optimized and the debugger option ‘Just My Code’ is enabled.
‘TaskHost.exe’ (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded ‘C:\windows\system32\System.Runtime.ni.dll’. Skipped loading symbols. Module is optimized and the debugger option ‘Just My Code’ is enabled.
‘TaskHost.exe’ (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded ‘C:\windows\system32\System.Core.ni.dll’. Skipped loading symbols. Module is optimized and the debugger option ‘Just My Code’ is enabled.
Build from ‘’ branch, version is ‘4.3.1f1 (cebd4d9b5122)’ (Release build).

Physical memory: 898 MB, commited memory limit: 380 MB.

PlayerConnection initialized from C:/Data/Programs/{B0353C83-7844-424C-91B7-FE0E8839FA8F}/Install/Data (debug = 0)

PlayerConnection initialized network socket : 0.0.0.0 55164

Multi-casting “[IP] 192.168.1.12 [Port] 55164 [Flags] 2 [Guid] 4048348384 [EditorId] 952604604 [Version] 1048832 [Id] WP8Player(192.168.1.12) [Debug] 0” to [225.0.0.222:54997]…

Direct3D:

Version: Direct3D 11.0 [level 9.3]

Renderer: Qualcomm Adreno 225 (WDDM v1.2) (ID=0x32303032)

Vendor: Qualcomm

VRAM: 96 MB

Initialize engine version: 4.3.1f1 (cebd4d9b5122)

‘TaskHost.exe’ (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded ‘C:\Data\Programs{B0353C83-7844-424C-91B7-FE0E8839FA8F}\Install\UnityEngine.DLL’. Cannot find or open the PDB file.
‘TaskHost.exe’ (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded ‘C:\Data\Programs{B0353C83-7844-424C-91B7-FE0E8839FA8F}\Install\UnityEngineProxy.DLL’. Cannot find or open the PDB file.
‘TaskHost.exe’ (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded ‘C:\Data\Programs{B0353C83-7844-424C-91B7-FE0E8839FA8F}\Install\Assembly-CSharp-firstpass.DLL’. Cannot find or open the PDB file.
‘TaskHost.exe’ (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded ‘C:\Data\Programs{B0353C83-7844-424C-91B7-FE0E8839FA8F}\Install\Assembly-CSharp.DLL’. Cannot find or open the PDB file.
‘TaskHost.exe’ (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded ‘C:\Data\Programs{B0353C83-7844-424C-91B7-FE0E8839FA8F}\Install\Assembly-UnityScript-firstpass.DLL’. Cannot find or open the PDB file.
‘TaskHost.exe’ (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded ‘C:\Data\Programs{B0353C83-7844-424C-91B7-FE0E8839FA8F}\Install\Assembly-UnityScript.DLL’. Cannot find or open the PDB file.
‘TaskHost.exe’ (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded ‘C:\Data\Programs{B0353C83-7844-424C-91B7-FE0E8839FA8F}\Install\Boo.Lang.DLL’. Cannot find or open the PDB file.
‘TaskHost.exe’ (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded ‘C:\Data\Programs{B0353C83-7844-424C-91B7-FE0E8839FA8F}\Install\GoogleAds.DLL’. Cannot find or open the PDB file.
‘TaskHost.exe’ (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded ‘C:\Data\Programs{B0353C83-7844-424C-91B7-FE0E8839FA8F}\Install\P31RestKit.DLL’. Cannot find or open the PDB file.
‘TaskHost.exe’ (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded ‘C:\Data\Programs{B0353C83-7844-424C-91B7-FE0E8839FA8F}\Install\P31WinPhoneAdMob.DLL’. Cannot find or open the PDB file.
‘TaskHost.exe’ (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded ‘C:\Data\Programs{B0353C83-7844-424C-91B7-FE0E8839FA8F}\Install\P31WinPhoneHelpers.DLL’. Cannot find or open the PDB file.
‘TaskHost.exe’ (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded ‘C:\Data\Programs{B0353C83-7844-424C-91B7-FE0E8839FA8F}\Install\Photon3Unity3D.DLL’. Cannot find or open the PDB file.
‘TaskHost.exe’ (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded ‘Anonymously Hosted DynamicMethods Assembly’.
‘TaskHost.exe’ (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded ‘C:\Data\Programs{B0353C83-7844-424C-91B7-FE0E8839FA8F}\Install\UnityEngineDelegates.winmd’. Module was built without symbols.
*********************** pause…********************intro

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/WP8SupportGenerated/UnityEngineDebug.cpp Line: 55)

*********************** ++++++++FOCUS++++++…********************intro focus val : True

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/WP8SupportGenerated/UnityEngineDebug.cpp Line: 55)

‘TaskHost.exe’ (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded ‘C:\windows\system32\System.Runtime.InteropServices.WindowsRuntime.ni.dll’. Skipped loading symbols. Module is optimized and the debugger option ‘Just My Code’ is enabled.
player nick : Anonymous

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/WP8SupportGenerated/UnityEngineDebug.cpp Line: 55)

back to UI thread. prepping AdView
adding event listeners
grabbed the grid: System.Windows.Controls.DrawingSurfaceBackgroundGrid and added the adview
loading an AdRequest with testing flag: False
‘TaskHost.exe’ (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded ‘C:\windows\system32\en-US\mscorlib.debug.resources.dll’. Module was built without symbols.
An exception of type ‘System.UnauthorizedAccessException’ occurred in Microsoft.Phone.ni.dll and wasn’t handled before a managed/native boundary
‘TaskHost.exe’ (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded ‘C:\windows\system32\System.Runtime.Serialization.ni.dll’. Skipped loading symbols. Module is optimized and the debugger option ‘Just My Code’ is enabled.
An exception of type ‘System.SystemException’ occurred in Microsoft.Phone.Interop.ni.dll and wasn’t handled before a managed/native boundary
An exception of type ‘System.SystemException’ occurred in Microsoft.Phone.Interop.ni.dll and wasn’t handled before a managed/native boundary
‘TaskHost.exe’ (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded ‘C:\windows\system32\Microsoft.Xna.Framework.ni.dll’. Skipped loading symbols. Module is optimized and the debugger option ‘Just My Code’ is enabled.
An exception of type ‘System.SystemException’ occurred in Microsoft.Phone.Interop.ni.dll and wasn’t handled before a managed/native boundary
interstitialFailedToReceiveAdEvent: NoFill

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/WP8SupportGenerated/UnityEngineDebug.cpp Line: 55)

An exception of type ‘System.SystemException’ occurred in Microsoft.Phone.Interop.ni.dll and wasn’t handled before a managed/native boundary
receivedAdEvent

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/WP8SupportGenerated/UnityEngineDebug.cpp Line: 55)

Ex : FrameworkDispatcher.Update has not been called. Regular FrameworkDispatcher.Update calls are necessary for fire and forget sound effects and framework events to function correctly. See XNA Game Studio 4.0 Refresh | Microsoft Learn for details.
The program ‘[3540] TaskHost.exe’ has exited with code -1 (0xffffffff).

I meant the stacktrace member of the uncaught exception, that is ex.StackTrace.

StackTrace : at BoxeGame.App.Application_UnhandledException(Object sender, ApplicationUnhandledExceptionEventArgs e)
at MS.Internal.Error.CallApplicationUEHandler(Exception e)
at MS.Internal.JoltHelper.OnUnhandledException(Object sender, UnhandledExceptionEventArgs args)
at Microsoft.Xna.Framework.FrameworkDispatcher.AddNewPendingCall(ManagedCallType callType, UInt32 arg)
at Microsoft.Xna.Framework.UserAsyncDispatcher.AsyncDispatcherThreadFunction()
at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()

The program ‘[996] TaskHost.exe’ has exited with code -1 (0xffffffff).

Check the stacktrace property inside of this variable when debugger breaks inside Application_UnhandledException function:

ApplicationUnhandledExceptionEventArgs e

Not the stacktrace of program when it is at Application_UnhandledException :). Sorry for being not clear.

private void Application_UnhandledException(object sender, ApplicationUnhandledExceptionEventArgs e)
{

System.Diagnostics.Debug.WriteLineIf(true, "Ex : " + e.ExceptionObject.Message);

System.Diagnostics.Debug.WriteLineIf(true, "Ex stacktrace : " + e.ExceptionObject.StackTrace);

System.Diagnostics.StackTrace st = new System.Diagnostics.StackTrace();
System.Diagnostics.Debug.WriteLineIf(true, "StackTrace : " + st.ToString());

if (System.Diagnostics.Debugger.IsAttached)
{
// An unhandled exception has occurred; break into the debugger
System.Diagnostics.Debugger.Break();
}
}


Ex : FrameworkDispatcher.Update has not been called. Regular FrameworkDispatcher.Update calls are necessary for fire and forget sound effects and framework events to function correctly. See XNA Game Studio 4.0 Refresh | Microsoft Learn for details.
Ex stacktrace : at Microsoft.Xna.Framework.FrameworkDispatcher.AddNewPendingCall(ManagedCallType callType, UInt32 arg)
at Microsoft.Xna.Framework.UserAsyncDispatcher.AsyncDispatcherThreadFunction()
at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
StackTrace : at BoxeGame.App.Application_UnhandledException(Object sender, ApplicationUnhandledExceptionEventArgs e)
at MS.Internal.Error.CallApplicationUEHandler(Exception e)
at MS.Internal.JoltHelper.OnUnhandledException(Object sender, UnhandledExceptionEventArgs args)
at Microsoft.Xna.Framework.FrameworkDispatcher.AddNewPendingCall(ManagedCallType callType, UInt32 arg)
at Microsoft.Xna.Framework.UserAsyncDispatcher.AsyncDispatcherThreadFunction()
at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()

Okay. That doesn’t seem to be of any help at all. Are you calling into XNA namespace from anywhere in your code? If not, could you try making as small repro project as you can and bug reporting it?

Ok sent bug report with project (Case 584481)
Thanks

Sorry guys not Unity issue crash is from Google AdMob SDK

I had the same issue and failed app submission. Did you find a solution about this? I also use Admob SDK in the application.

Unity3D version 4.3.3f

Not solution at the moment waiting for WP8 AdMob SDK update…

I have the same issue and I suggest that you post a comment in this thread to put some preasure on Google to fix this!

https://groups.google.com/forum/#!topic/google-admob-ads-sdk/k8ASBSAgP5k

here’s a workaround:

// Code to execute on Unhandled Exceptions
private void Application_UnhandledException(object sender, ApplicationUnhandledExceptionEventArgs e)
{
String ex = e.ExceptionObject.ToString().ToLower();

if (ex.Contains(“frameworkdispatcher.update”))
{
e.Handled = true;
}
else
{
if (System.Diagnostics.Debugger.IsAttached)
{
// An unhandled exception has occurred; break into the debugger
System.Diagnostics.Debugger.Break();
}

}
}

Guys, one of my applications was rejected as well. There is a fix for the issue, you should read:

http://msdn.microsoft.com/library/ff842408.aspx