I have a native plugin that has callbacks back to the C# code. This is how the callbacks are setup:
C# Side (Unity):
public delegate void Callback(int value);
[DllImport("NativePlugin")]
public static extern void setup_callback(Callback callback);
[MonoPInvokeCallback(typeof(Callback))]
private static void OnCallback(int value)
{
Debug.Log("Callback called with value: " + value);
}
void Start()
{
setup_callback(OnCallback);
}
The Objective-C side (with C wrapper so you’d be able to call it from C#):
typedef void(*Callback)(int);
Callback _callback = NULL;
void setup_callback(Callback callback)
{
_callback = callback;
}
void on_something_happened(int value)
{
if(_callback)
_callback(value);
}
Now, most of the time the above code works ok, and I receive the correct values in Unity. But sometimes when I make changes to any one of my C# scripts, Unity crashes with this:
Exception Type: EXC_BAD_ACCESS (SIGABRT)
Exception Codes: KERN_INVALID_ADDRESS at 0x00000000ffffffa9
Exception Note: EXC_CORPSE_NOTIFY
Looking at Unity’s Editor logs I found out that when I make changes to a C# script it recompiles Assembly-CSharp.dll and reloads it togheter with some other C# assemblies. So that made me think that this might cause the pointer saved in the native plugin to now point to an invalid address (because Assembly-CSharp.dll is now probably in a different address space). Note that it does not happen every time the dll gets reloaded, is it possible that it gets reloaded to the exact same address space sometimes?
Can I get an event from Unity when the editor reloads the DLL and then re-register the callbacks (assuming that this is the real problem)? Is this even the correct way to setup a callback from native code?