Open achimmihca opened 1 year ago
Maybe this is related ? https://forum.unity.com/threads/caught-fatal-signal-signo-11-code-1-errno-0.931848/
I have a slightly more helpful error message when doing the build with Windows target platform:
2023-03-16T13:10:30.3442240Z Batchmode quit successfully invoked - shutting down!
2023-03-16T13:10:30.3442849Z Curl error 42: Callback aborted
2023-03-16T13:10:30.3443549Z [Licensing::IpcConnector] License Notification channel disconnected successfully.
2023-03-16T13:10:30.3444339Z [Licensing::IpcConnector] License Client channel disconnected successfully.
2023-03-16T13:10:30.3445129Z [40m[32minfo[39m[22m[49m: Microsoft.Hosting.Lifetime[0]
2023-03-16T13:10:30.3445768Z Application is shutting down...
2023-03-16T13:10:30.3446600Z [40m[32minfo[39m[22m[49m: Unity.ILPP.Runner.PostProcessingAssemblyLoadContext[0]
2023-03-16T13:10:30.3447331Z ALC ILPP context 1 is unloading
2023-03-16T13:10:30.3448031Z Caught fatal signal - signo:11 code:1 errno:0 addr:0x80
2023-03-16T13:10:30.3448629Z Obtained 25 stack frames.
2023-03-16T13:10:30.3449255Z #0 0x005627dd3e010c in burst_signal_handler(int, siginfo_t*, void*)
2023-03-16T13:10:30.3449948Z game-ci/unity-builder#1 0x007f76129d2980 in funlockfile
2023-03-16T13:10:30.3450599Z game-ci/unity-builder#2 0x005627dd3dc245 in lane_allocator::lane_allocator(ujob_control_t*)
2023-03-16T13:10:30.3451570Z game-ci/unity-builder#3 0x005627dd3dbef1 in ujob_schedule_parallel_for_internal(ujob_control_t*, JobsCallbackFunctions&, void*, WorkStealingRange*, unsigned int, unsigned int, ujob_handle_t const*, int, unsigned char)
2023-03-16T13:10:30.3452576Z game-ci/unity-builder#4 0x005627dd3dd3ca in ujob_schedule_single(ujob_control_t*, void (*)(void*), void*, ujob_handle_t const*, int)
2023-03-16T13:10:30.3453442Z game-ci/unity-builder#5 0x005627dd3da4ff in JobQueue::ScheduleJob(void (*)(void*), void*, JobGroupID, JobQueue::JobQueuePriority)
2023-03-16T13:10:30.3454433Z game-ci/unity-builder#6 0x005627dd3c8d67 in BackgroundJobQueue::ScheduleJobInternal(void (*)(void*), void*, BackgroundJobQueue::JobFence const&, JobQueue::JobQueuePriority)
2023-03-16T13:10:30.3455288Z game-ci/unity-builder#7 0x005627dd0c1a8a in InitialiseBurstDebugDomain()
2023-03-16T13:10:30.3456059Z game-ci/unity-builder#8 0x007f7524dad4e7 in MonoDebuggerHandling::RequestFlushClientDebuggerKnowledge()
2023-03-16T13:10:30.3456900Z game-ci/unity-builder#9 0x007f7524dadb0c in MonoDebuggerHandling::ProcessLibraryMetadata(void*)
2023-03-16T13:10:30.3457563Z game-ci/unity-builder#10 0x00000041c7b3d7 in (Unknown)
2023-03-16T13:10:30.3458104Z game-ci/unity-builder#11 0x00000040517b8a in (Unknown)
2023-03-16T13:10:30.3458627Z game-ci/unity-builder#12 0x00000040507578 in (Unknown)
2023-03-16T13:10:30.3459140Z game-ci/unity-builder#13 0x00000041c69f94 in (Unknown)
2023-03-16T13:10:30.3459651Z game-ci/unity-builder#14 0x00000041c69146 in (Unknown)
2023-03-16T13:10:30.3460148Z game-ci/unity-builder#15 0x00000041c68834 in (Unknown)
2023-03-16T13:10:30.3460710Z game-ci/unity-builder#16 0x007f755045d2d8 in mono_get_runtime_build_info
2023-03-16T13:10:30.3461318Z game-ci/unity-builder#17 0x007f75505fcc0a in mono_runtime_invoke
2023-03-16T13:10:30.3461930Z game-ci/unity-builder#18 0x007f75505fe4c0 in mono_runtime_delegate_invoke
2023-03-16T13:10:30.3462599Z game-ci/unity-builder#19 0x007f755061bec1 in mono_thread_has_sufficient_execution_stack
2023-03-16T13:10:30.3463345Z game-ci/unity-builder#20 0x007f755061bd0a in mono_thread_has_sufficient_execution_stack
2023-03-16T13:10:30.3464145Z game-ci/unity-builder#21 0x007f7550695430 in GC_inner_start_routine
2023-03-16T13:10:30.3464744Z game-ci/unity-builder#22 0x007f75506950c3 in GC_start_routine
2023-03-16T13:10:30.3465311Z game-ci/unity-builder#23 0x007f76129c76db in start_thread
2023-03-16T13:10:30.3465870Z game-ci/unity-builder#24 0x007f76126f061f in clone
2023-03-16T13:10:30.3466410Z Unexpected exit code 139
I guess it is a Unity bug, maybe related to https://issuetracker.unity3d.com/issues/linux-editor-crashes-on-burst-signal-handler-when-universal-rp-camera-is-selected (although this should be fixed long ago).
We just switched to URP ("com.unity.render-pipelines.universal": "14.0.5") and now this issue occurs in the GitHub Actions build.
I only have this issue when building via GitHub Actions. On my local Ubuntu machine, the build works fine.
Since you're using unity test runner, I've transferred it to the test runner repo from the builder repo.
By now, we found that the actual build of the project works fine (for Standalone, Android, iOS). The issue seems to only occur when running the tests for Standalone via GitHub Actions.
We're seeing this too. Most (but not all!) runs on Github are segfaulting with this same stacktrace when the edit mode tests have completed. Builds and play mode tests are so far completing successfully.
As far as I can tell it only started when we updated from 2022.2.0
to 2022.2.5
, which came with updating URP from 14.0.4
to 14.0.6
Any update on this?
I was able to work around the issue by clearing cache and not using a cache step in the unit tests workflow, for future reference, if someone else comes across this.
I was able to work around the issue by clearing cache and not using a cache step in the unit tests workflow, for future reference, if someone else comes across this.
Thanks for the info. I was able to fix some internal null references (not quite the same error as this issue) by removing the cache step. Unity is weird...
removing the cache step
Did not work for me.
I am getting this (all of a sudden, on all of my runs). Unfortunately disabling the cache didn't help. Does anyone have a solution to this? I've already updated to v3, but that didn't help.
Have the same problem, any solutions?
Bug description
Unity crashes in my test build for Linux when shutting down. The build finishes fine for Android and iOS.
Not sure if this is related to Unity or the GitHub Action. Log file is attached.
Interestingly, the tests seem to finish mostly. Then there is a "Segmentation fault" but it continues
Later, it crashes completely:
How to reproduce
Expected behavior
The build should finish cleanly.
Additional details
See attached log file
build-log.log