getnamo / SocketIOClient-Unreal

Socket.IO client plugin for the Unreal Engine.
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IOS Crash on Connection or on receiving message (DIstribution package) #424

Open bcanick opened 5 months ago

bcanick commented 5 months ago

I have used the plugin for quite some time now, starting at UE4.26. Everything worked perfectly until UE5.3.2, Xcode 14. (I use a Mac Book Pro M1 as dev platform and Iphone 15 on IOS17.4.1)

AppStore then forced me to use SDK17, so I upgraded Xcode to 15.1 and the crashes started to happen.

They seem random. Sometimes it is just at the connection, sometimes I manage to connect, authenticate, then crash. Sometimes I can connect, authenticate, then leave (and crash when sending a "leave" message).

UE5.3.2 also introduced many changes on packaging (Modernised Xcode etc) so there might be some weird setup/entitlements issues.

The app works without crash if I package for shipping but no distribution.

Additionally, since 5.3.2, the plugin does not work in Editor mode on my Mac, same for Development package on my Iphone.

bcanick commented 5 months ago

I forgot some details: Plugin version: 2.7.3

On the server: node-persist@4.0.1 socket.io@3.1.2 socketio-auth@0.1.1

bcanick commented 5 months ago

Connection is HTTP

MenacingDwarf commented 1 week ago

Same problem, I am using UE 5.4.4, tried different versions of SocketIO plugin (2.8.0, 2.7.1, 2.5.0), different versions of Xcode (16.1, 15.4, 14.3.1), nothing helps. I think the problem connected with race condition and c++ 20, but I am not sure. When I used UE 5.4 with c++ 17 there was no such problem. @bcanick were you able to solve this problem?

bcanick commented 1 week ago

I was not able to solve the problem and the issue is still pending here, not being looked at, so I switched to another Websocket plugin.

MenacingDwarf commented 1 week ago

@bcanick thanks for the response! Could you please share which plugin will you use instead? Is it the same Soket.IO connection to the back-end?

bcanick commented 1 week ago

BlueprintWEbsocket It is not the same as socket.io so I had to rewrite some of the servercode and the blueprints. It took me a day though so not too bad.