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netMQ 3.5 vs Unity WebGL il2cpp error #613
Comments
Are you using PGM ? I'm not sure it is working with Unity. Also if using PGM make sure to install the MSMQ multicast from Windows Components. |
I'm not aware of using it directly, dll runs well when used in win/linux build (apart from very rare occurence of #526). This is basically my whole code regarding NetMQ: `// Client thread which does not block Update()
This well may be an issue on Unity site, their webGL build config is still very immature. Unity claimed some of the compilation errors to be fixed in 5.5b3 version but I reproduced it there as well. |
Wait, WebGL can't handle several threads though, can it? |
Hi, this is the updated reply from Unity team, they claim there is some C# 6 feature in NetMQ3.5, can I get rid of that?
|
Feel free to send a PR that removes them... |
I'm not a Git guy so I don't really know how that is done (using SourceTree), basically what needed to be changed was only this line in PGMSender ( StartConnecting() ):
after finally being able to build I did find this out, has anybody used netMQ with Unity WebGL? Should rewrite the code with coroutines? What about performance hit? [should this be a different topic?] |
They say threading is on the roadmap for web gl so depending on how important Web GL platform is for you you might want to try and wait it out. |
This issue has been automatically marked as stale because it has not had activity for 365 days. It will be closed if no further activity occurs within 56 days. Thank you for your contributions. |
Environment
Steps to reproduce
when trying to switch to WebGL and build (Unity 5.3.4f), there is a mysterious il2cpp error:
Failed running C:\Program Files\Unity\Editor\Data\il2cpp/build/il2cpp.exe --convert-to-cpp --copy-level=None --enable-symbol-loading --development-mode --extra-types.file="C:\Program Files\Unity\Editor\Data\il2cpp\il2cpp_default_extra_types.txt" --assembly="W:\Borisss\Mercedes\Temp\StagingArea\Data\Managed\Assembly-CSharp-firstpass.dll" --assembly="W:\Borisss\Mercedes\Temp\StagingArea\Data\Managed\Assembly-CSharp.dll" --assembly="W:\Borisss\Mercedes\Temp\StagingArea\Data\Managed\UnityEngine.UI.dll" --assembly="W:\Borisss\Mercedes\Temp\StagingArea\Data\Managed\UnityEngine.dll" --generatedcppdir="W:\Borisss\Mercedes\Temp\StagingArea\Data\il2cppOutput"
stdout:
IL2CPP error for method 'System.Void NetMQ.Core.Transports.Pgm.PgmSender::StartConnecting()' in assembly 'W:\Borisss\Mercedes\Temp\StagingArea\Data\Managed\NetMQ.dll'
Additional information: Build a development build for more information. The method or operation is not implemented.
il2cpp.exe didn't catch exception: System.NotImplementedException: The method or operation is not implemented.
at Unity.IL2CPP.Common.CFG.ControlFlowGraphBuilder.ComputeExceptionHandlerData(ExceptionHandlerData data, ExceptionHandler handler)
at Unity.IL2CPP.Common.CFG.ControlFlowGraphBuilder.ComputeExceptionHandlerData(Dictionary
2 datas, ExceptionHandler handler) at Unity.IL2CPP.Common.CFG.ControlFlowGraphBuilder.ComputeExceptionHandlerData() at Unity.IL2CPP.Common.CFG.ControlFlowGraphBuilder.CreateGraph() at Unity.IL2CPP.Common.CFG.ControlFlowGraph.Create(MethodDefinition method) at Unity.IL2CPP.MethodBodyWriter..ctor(CppCodeWriter writer, MethodReference methodReference, TypeResolver typeResolver, IRuntimeMetadataAccess metadataAccess, VTableBuilder vTableBuilder, MethodBodyWriterDebugOptions options) at Unity.IL2CPP.MethodWriter.WriteMethodBody(MethodReference method, CppCodeWriter methodBodyWriter, IRuntimeMetadataAccess metadataAccess) at Unity.IL2CPP.MethodWriter.WriteMethodWithMetadataInitialization(CppCodeWriter writer, String methodSignature, Action
3 writeMethodBody, String uniqueIdentifier)at Unity.IL2CPP.MethodWriter.WriteMethodDefinition(MethodReference method, IMethodCollector methodCollector)
at Unity.IL2CPP.MethodWriter.WriteMethodDefinitions(Func
2 filter, IMethodCollector methodCollector) at Unity.IL2CPP.SourceWriter.WriteMethodSourceFiles(NPath outputDirectory, String fileName, IEnumerable
1 typeList, IMethodCollector methodCollector, IMetadataCollection metadataCollection)at Unity.IL2CPP.SourceWriter.Write(AssemblyDefinition assemblyDefinition, InflatedCollectionCollector allGenerics, NPath outputDir, TypeDefinition[] typeList, AttributeCollection attributeCollection, MethodCollector methodCollector, IMetadataCollection metadataCollection)
at Unity.IL2CPP.AssemblyConverter.Convert(AssemblyDefinition assemblyDefinition, InflatedCollectionCollector allGenerics, AttributeCollection attributeCollection, MethodCollector methodCollector, IMetadataCollection metadataCollection)
at Unity.IL2CPP.AssemblyConverter.Apply()
at Unity.IL2CPP.AssemblyConverter.ConvertAssemblies(String[] assemblies, NPath outputDir)
at Unity.IL2CPP.AssemblyConverter.ConvertAssemblies(IEnumerable
1 assemblyDirectories, IEnumerable
1 explicitAssemblies, NPath outputDir)at il2cpp.Program.DoRun(String[] args)
at il2cpp.Program.Run(String[] args)
at il2cpp.Program.Main(String[] args)
stderr:
Unhandled Exception: System.NotImplementedException: The method or operation is not implemented.
at Unity.IL2CPP.Common.CFG.ControlFlowGraphBuilder.ComputeExceptionHandlerData(ExceptionHandlerData data, ExceptionHandler handler)
at Unity.IL2CPP.Common.CFG.ControlFlowGraphBuilder.ComputeExceptionHandlerData(Dictionary
2 datas, ExceptionHandler handler) at Unity.IL2CPP.Common.CFG.ControlFlowGraphBuilder.ComputeExceptionHandlerData() at Unity.IL2CPP.Common.CFG.ControlFlowGraphBuilder.CreateGraph() at Unity.IL2CPP.Common.CFG.ControlFlowGraph.Create(MethodDefinition method) at Unity.IL2CPP.MethodBodyWriter..ctor(CppCodeWriter writer, MethodReference methodReference, TypeResolver typeResolver, IRuntimeMetadataAccess metadataAccess, VTableBuilder vTableBuilder, MethodBodyWriterDebugOptions options) at Unity.IL2CPP.MethodWriter.WriteMethodBody(MethodReference method, CppCodeWriter methodBodyWriter, IRuntimeMetadataAccess metadataAccess) at Unity.IL2CPP.MethodWriter.WriteMethodWithMetadataInitialization(CppCodeWriter writer, String methodSignature, Action
3 writeMethodBody, String uniqueIdentifier)at Unity.IL2CPP.MethodWriter.WriteMethodDefinition(MethodReference method, IMethodCollector methodCollector)
at Unity.IL2CPP.MethodWriter.WriteMethodDefinitions(Func
2 filter, IMethodCollector methodCollector) at Unity.IL2CPP.SourceWriter.WriteMethodSourceFiles(NPath outputDirectory, String fileName, IEnumerable
1 typeList, IMethodCollector methodCollector, IMetadataCollection metadataCollection)at Unity.IL2CPP.SourceWriter.Write(AssemblyDefinition assemblyDefinition, InflatedCollectionCollector allGenerics, NPath outputDir, TypeDefinition[] typeList, AttributeCollection attributeCollection, MethodCollector methodCollector, IMetadataCollection metadataCollection)
at Unity.IL2CPP.AssemblyConverter.Convert(AssemblyDefinition assemblyDefinition, InflatedCollectionCollector allGenerics, AttributeCollection attributeCollection, MethodCollector methodCollector, IMetadataCollection metadataCollection)
at Unity.IL2CPP.AssemblyConverter.Apply()
at Unity.IL2CPP.AssemblyConverter.ConvertAssemblies(String[] assemblies, NPath outputDir)
at Unity.IL2CPP.AssemblyConverter.ConvertAssemblies(IEnumerable
1 assemblyDirectories, IEnumerable
1 explicitAssemblies, NPath outputDir)at il2cpp.Program.DoRun(String[] args)
at il2cpp.Program.Run(String[] args)
at il2cpp.Program.Main(String[] args)
UnityEngine.Debug:LogError(Object)
UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:94)
UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(ICollection
1, String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:328) UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:203) UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, IIl2CppPlatformProvider, Action
1, RuntimeClassRegistry, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:135)UnityEditor.HostView:OnGUI()
it doesn't make sense as it is clearly implemented in the code, anybody seen this. Has anybody encountered something like this? It's probably more Unity related but as it is blocking me right now I'm trying my luck here as well.
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