When I tried to init Buddylist on iOS device, got the following error in XCode, but the SAME code does work on Android Device.
[SFS - ERROR] Error handling data: Out of memory
at System.Array.Resize[String] (System.String[]& array, Int32 length, Int32 newSize) [0x00000] in <filename unknown>:0
at System.Array.Resize[String] (System.String[]& array, Int32 newSize) [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[System.String].set_Capacity (Int32 value) [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[System.String].GrowIfNeeded (Int32 newCount) [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[System.String].AddCollection (ICollection`1 collection) [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[System.String]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
at Sfs2X.Controllers.SystemController.FnInitBuddyList (IMessage msg) [0x00000] in <filename unknown>:0
at Sfs2X.Controllers.SystemController.HandleMessage (IMessage message) [0x00000] in <filename unknown>:0
at Sfs2X.Core.SFSProtocolCodec.DispatchRequest (ISFSObject requestObject) [0x00000] in <filename unknown>:0
at Sfs2X.Core.SFSProtocolCodec.OnPacketRead (Sfs2X.Util.ByteArray packet) [0x00000] in <filename unknown>:0
at Sfs2X.Core.SFSIOHandler.HandlePacketData (Sfs2X.Util.ByteArray data) [0x00000] in <filename unknown>:0
Can anyone help me?
Init Buddylist failed
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- Posts: 3
- Joined: 09 Sep 2013, 11:16
Re: Init Buddylist failed
Hi,
Is this using the Unity API and then exporting it as both Android and iOS builds?
If so, can you provide which Unity API version are you using?
You can find it at the version property of the SmartFox instance.
Cheers
Is this using the Unity API and then exporting it as both Android and iOS builds?
If so, can you provide which Unity API version are you using?
You can find it at the version property of the SmartFox instance.
Cheers
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- Posts: 3
- Joined: 09 Sep 2013, 11:16
Re: Init Buddylist failed
Yes, I'm using the Unity API (version 1.3) for iOS and Android build.
Server version is 2.01.
BTW, the same project can export perfect build with Unity 3.5, the problem only occur on iOS build with Unity 4.2.
Server version is 2.01.
BTW, the same project can export perfect build with Unity 3.5, the problem only occur on iOS build with Unity 4.2.
Re: Init Buddylist failed
Unfortunately we hear about problems like these from time to time.
The problem is related with the Unity "exporter" over which we have no control. The code is supposed to work on any platform in theory, in practice it seems that some pointer got lost in a memory location that is not accessible.
In this case it might be due to the device running out of memory? Sounds strange anyways unless you're game is very demanding on the memory department. In any case I would expect this error not to appear constantly if the error is related to a lack of resources.
You may want to try to build a small test where you just use the SmartFox code and invoke the InitBuddyList request. In that case you shouldn't get any error if it's a problem of memory occupation.
I am sorry, from our side it's very difficult to understand what might be going on.
If you learn more let us know.
The problem is related with the Unity "exporter" over which we have no control. The code is supposed to work on any platform in theory, in practice it seems that some pointer got lost in a memory location that is not accessible.
In this case it might be due to the device running out of memory? Sounds strange anyways unless you're game is very demanding on the memory department. In any case I would expect this error not to appear constantly if the error is related to a lack of resources.
You may want to try to build a small test where you just use the SmartFox code and invoke the InitBuddyList request. In that case you shouldn't get any error if it's a problem of memory occupation.
I am sorry, from our side it's very difficult to understand what might be going on.
If you learn more let us know.
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