Hello!
After a few seconds of running the game on Windows Phone 8 (before stepping into my scripts) debugger is disconnected with following message:
The network connection to 127.0.0.1:8016 has been lost. Debugging will be aborted.
Have you ever faced such issue?
I’m porting the game from iOS and Android to WP8. I have played a little with simple WP8-projects in Visual Studio and Unity, so I have set my environment up, and grasped registering, debugging, and so on.
Porting from “Mono” to “.NET for Windows Phone” wasn’t that trivial, however I have succeeded with building and running. But the application is hanging on splash screen, so I attached debugger, and it failed with message above. I’m using Nokia Lumia 520 as target device, since the emulator is unavailable on my machine.
With output verbosity set to ‘Diagnostic’ there are following lines in log before crash:
...
'TaskHost.exe' (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded 'C:\Data\Programs\{88BE10A2-D68E-CB45-BB67-E691A9969C9A}\Install\HOTweenMicro.DLL'. Symbols loaded.
'TaskHost.exe' (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded 'C:\Data\Programs\{88BE10A2-D68E-CB45-BB67-E691A9969C9A}\Install\Photon3Unity3D.DLL'. Symbols loaded.
'TaskHost.exe' (CLR C:\windows\system32\coreclr.dll: Silverlight AppDomain): Loaded 'C:\Data\Programs\{88BE10A2-D68E-CB45-BB67-E691A9969C9A}\Install\UnityScript.Lang.DLL'. Symbols loaded.
'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\{88BE10A2-D68E-CB45-BB67-E691A9969C9A}\Install\UnityEngineDelegates.winmd'. Module was built without symbols.
The program '[3168] TaskHost.exe' has exited with code -1 (0xffffffff).
If I set Debugger Type to Native Only, then output contains:
...
'TaskHost.exe' (Win32): Loaded '\Device\HarddiskVolume28\programs\{88BE10A2-D68E-CB45-BB67-E691A9969C9A}\NI\UnityEngineDelegates.ni.dll'.
'TaskHost.exe' (Win32): Loaded '\Device\HarddiskVolume28\programs\{88BE10A2-D68E-CB45-BB67-E691A9969C9A}\NI\WinRTLegacy.ni.dll'.
First-chance exception at 0x77611ECF in TaskHost.exe: Microsoft C++ exception: EEFileLoadException at memory location 0x05D6BC80.
First-chance exception at 0x77611ECF in TaskHost.exe: Microsoft C++ exception: [rethrow] at memory location 0x00000000.
...
First-chance exception at 0x77611ECF in TaskHost.exe: Microsoft C++ exception: EEFileLoadException at memory location 0x05D6BC80.
First-chance exception at 0x77611ECF in TaskHost.exe: Microsoft C++ exception: [rethrow] at memory location 0x00000000.
First-chance exception at 0x77611ECF in TaskHost.exe: Microsoft C++ exception: EEFileLoadException at memory location 0x05D6BC80.
First-chance exception at 0x77611ECF (KERNELBASE.DLL) in TaskHost.exe: 0xE0434352 (parameters: 0x80131040, 0x00000000, 0x00000000, 0x00000000, 0x713A0000).
First-chance exception at 0x77611ECF in TaskHost.exe: Microsoft C++ exception: Platform::COMException ^ at memory location 0x05D6F7AC. HRESULT:0x80131040
If I correctly interpret Google results for “HRESULT:0x80131040” it’s often associated with message “The located assembly’s manifest definition does not match the assembly reference.”
UnityPlayer.log:
Build from '' branch, version is '4.3.1f1 (cebd4d9b5122)' (Release build).
Physical memory: 395 MB, commited memory limit: 180 MB.
PlayerConnection initialized from C:/Data/Programs/{88BE10A2-D68E-CB45-BB67-E691A9969C9A}/Install/Data (debug = 0)
PlayerConnection initialized network socket : 0.0.0.0 55260
GetLocalIP: Error during connect, 10065 Multi-casting "[IP] 127.0.0.1 [Port] 55260 [Flags] 2 [Guid] 1482656952 [EditorId] 3152935875 [Version] 1048832 [Id] WP8Player(0.0.0.0) [Debug] 0" to [225.0.0.222:54997]...
Direct3D:
Version: Direct3D 11.0 [level 9.3]
Renderer: Qualcomm Adreno 305 (WDDM v1.2) (ID=0x30303330)
Vendor: Qualcomm
VRAM: 96 MB
Initialize engine version: 4.3.1f1 (cebd4d9b5122)
Default GameObject Tag: GUIHelper already registered
(Filename: C:/BuildAgent/work/d3d49558e4d408f4/Runtime/BaseClasses/Tags.cpp Line: 68)
Environment:
- Windows Pro 8.1 64-bit
- Unity Pro 4.3.1f1
- Microsoft Visual Studio Express 2012 for Windows Phone (supplied with Windows Phone SDK 8.0)
Is there any way to find out what is going on? Any help would be very much appreciated!
Call Stack (after loading …/wp8support/Players/ARM/release/UnityPlayer.pdb):
KERNELBASE.DLL!RaiseException() Unknown
Msvcr110.dll!_CxxThrowException(void * pExceptionObject, const _s__ThrowInfo * pThrowInfo) Line 152 C++
Vccorlib110.dll!__abi_WinRTraiseCOMException(long hr) Line 502 C++
UnityPlayer.dll!ScriptingTypeProvider_Metro::NativeTypeFor(const char * namespaze, const char * name) Line 29 C++
UnityPlayer.dll!ScriptingTypeRegistry::GetType(const char * namespaze, const char * name) Line 19 C++
UnityPlayer.dll!MonoScript::RebuildFromAwake() Line 149 C++
UnityPlayer.dll!PersistentManager::LoadFileCompletelyThreaded(const std::basic_string<char,std::char_traits<char>,stl_allocator<char,51,4> > & pathname, int * fileIDs, int * instanceIDs, int size, bool loadScene, LoadProgress * loadProgress) Line 1452 C++
UnityPlayer.dll!PreloadLevelOperation::Perform() Line 652 C++
UnityPlayer.dll!PreloadManager::Run() Line 235 C++
UnityPlayer.dll!PreloadManager::Run(void * managerPtr) Line 187 C++
UnityPlayer.dll!Thread::RunThreadWrapper(void * ptr) Line 44 C++
UnityPlayer.dll!<lambda_14163fd8e7b3473ba35abd0bcfa8d126>::operator()(Windows::Foundation::IAsyncAction ^ __formal) Line 273 C++
UnityPlayer.dll!Windows::System::Threading::WorkItemHandler::[Windows::System::Threading::WorkItemHandler::__abi_IDelegate]::__abi_Windows_System_Threading_WorkItemHandler___abi_IDelegate____abi_Invoke(Windows::Foundation::IAsyncAction ^ __param0) C++
THREADPOOLWINRT.DLL!Windows::System::Threading::CThreadPoolWorkItem::CommonWorkCallback(void) Unknown
THREADPOOLWINRT.DLL!Windows::System::Threading::CThreadPoolWorkItem::TimeSlicedCallback(void *) Unknown
NTDLL.DLL!RtlUserThreadStart() Unknown