About VR Unity Game progress hang debug





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We develop a vr game use Unity, explore exe to run on win10.
after running ahout hours the game progess hang.cpu 30% (4 cores)
it looks like an infite loop, but...
1.use dnSpy to debug , we tried to find error from managered c# stacktrace.but all thread looks like correct.(main thread c# update method can not enter, it looks like suspend)
2.windbg break serveral times,



Call Site
ntdll!ZwWaitForSingleObject+0x14
KERNELBASE!WaitForSingleObjectEx+0x9f
UnityPlayer!GfxDeviceWorker::WaitOnCPUFence+0x5c
UnityPlayer!VRDevice::BeforeRendering+0x82
UnityPlayer!`InitPlayerLoopCallbacks'::`2'::PostLateUpdatePlayerSendFrameStartedRegistrator::Forward+0x12
UnityPlayer!PlayerLoop+0x469
UnityPlayer!PerformMainLoop+0xb4
UnityPlayer!MainMessageLoop+0xda
UnityPlayer!UnityMainImpl+0xe38
UnityPlayer!UnityMain+0xb
RedSea!__scrt_common_main_seh+0x11e
KERNEL32!BaseThreadInitThunk+0x14
ntdll!RtlUserThreadStart+0x21


this is main thread idx:0,
through !runaway ff we know cpu hightest use thread is :



d3d11!CContext::TID3D11DeviceContext_GetData_<1>+0x26
vrclient_x64!HmdSystemFactory+0xbf8ac
vrclient_x64!HmdSystemFactory+0xaf85
vrclient_x64!HmdSystemFactory+0x27f8
UnityPlayer!OpenVR::SubmitSeparateEyeTextures+0x1df
UnityPlayer!OpenVR::EventGfxThreadCallback+0x89
UnityPlayer!VRDevice::SendVRDeviceEvent+0x35
UnityPlayer!GfxDevice::SendVRDeviceEvent+0x30
UnityPlayer!GfxDeviceWorker::RunCommand+0x8e89
UnityPlayer!GfxDeviceWorker::RunExt+0x3b
UnityPlayer!GfxDeviceWorker::RunGfxDeviceWorker+0x5c
UnityPlayer!Thread::RunThreadWrapper+0x38
KERNEL32!BaseThreadInitThunk+0x14
ntdll!RtlUserThreadStart+0x21


this is a thread (idx : 11) it looks like to control hmd device
at the moment we find memory usage reduce from 390M to 20-30M.
i can not know what happens, someone has same experience? what's the reason of memory useage reduce?more than 5 threads(contains main) was running WaitForSingleObjectEx for the same object(address 0xe6eb5a8f)










share|improve this question























  • the most important is the reason of memory useage reduce. i have no idea

    – LIN XU
    Nov 23 '18 at 12:51


















0















We develop a vr game use Unity, explore exe to run on win10.
after running ahout hours the game progess hang.cpu 30% (4 cores)
it looks like an infite loop, but...
1.use dnSpy to debug , we tried to find error from managered c# stacktrace.but all thread looks like correct.(main thread c# update method can not enter, it looks like suspend)
2.windbg break serveral times,



Call Site
ntdll!ZwWaitForSingleObject+0x14
KERNELBASE!WaitForSingleObjectEx+0x9f
UnityPlayer!GfxDeviceWorker::WaitOnCPUFence+0x5c
UnityPlayer!VRDevice::BeforeRendering+0x82
UnityPlayer!`InitPlayerLoopCallbacks'::`2'::PostLateUpdatePlayerSendFrameStartedRegistrator::Forward+0x12
UnityPlayer!PlayerLoop+0x469
UnityPlayer!PerformMainLoop+0xb4
UnityPlayer!MainMessageLoop+0xda
UnityPlayer!UnityMainImpl+0xe38
UnityPlayer!UnityMain+0xb
RedSea!__scrt_common_main_seh+0x11e
KERNEL32!BaseThreadInitThunk+0x14
ntdll!RtlUserThreadStart+0x21


this is main thread idx:0,
through !runaway ff we know cpu hightest use thread is :



d3d11!CContext::TID3D11DeviceContext_GetData_<1>+0x26
vrclient_x64!HmdSystemFactory+0xbf8ac
vrclient_x64!HmdSystemFactory+0xaf85
vrclient_x64!HmdSystemFactory+0x27f8
UnityPlayer!OpenVR::SubmitSeparateEyeTextures+0x1df
UnityPlayer!OpenVR::EventGfxThreadCallback+0x89
UnityPlayer!VRDevice::SendVRDeviceEvent+0x35
UnityPlayer!GfxDevice::SendVRDeviceEvent+0x30
UnityPlayer!GfxDeviceWorker::RunCommand+0x8e89
UnityPlayer!GfxDeviceWorker::RunExt+0x3b
UnityPlayer!GfxDeviceWorker::RunGfxDeviceWorker+0x5c
UnityPlayer!Thread::RunThreadWrapper+0x38
KERNEL32!BaseThreadInitThunk+0x14
ntdll!RtlUserThreadStart+0x21


this is a thread (idx : 11) it looks like to control hmd device
at the moment we find memory usage reduce from 390M to 20-30M.
i can not know what happens, someone has same experience? what's the reason of memory useage reduce?more than 5 threads(contains main) was running WaitForSingleObjectEx for the same object(address 0xe6eb5a8f)










share|improve this question























  • the most important is the reason of memory useage reduce. i have no idea

    – LIN XU
    Nov 23 '18 at 12:51














0












0








0








We develop a vr game use Unity, explore exe to run on win10.
after running ahout hours the game progess hang.cpu 30% (4 cores)
it looks like an infite loop, but...
1.use dnSpy to debug , we tried to find error from managered c# stacktrace.but all thread looks like correct.(main thread c# update method can not enter, it looks like suspend)
2.windbg break serveral times,



Call Site
ntdll!ZwWaitForSingleObject+0x14
KERNELBASE!WaitForSingleObjectEx+0x9f
UnityPlayer!GfxDeviceWorker::WaitOnCPUFence+0x5c
UnityPlayer!VRDevice::BeforeRendering+0x82
UnityPlayer!`InitPlayerLoopCallbacks'::`2'::PostLateUpdatePlayerSendFrameStartedRegistrator::Forward+0x12
UnityPlayer!PlayerLoop+0x469
UnityPlayer!PerformMainLoop+0xb4
UnityPlayer!MainMessageLoop+0xda
UnityPlayer!UnityMainImpl+0xe38
UnityPlayer!UnityMain+0xb
RedSea!__scrt_common_main_seh+0x11e
KERNEL32!BaseThreadInitThunk+0x14
ntdll!RtlUserThreadStart+0x21


this is main thread idx:0,
through !runaway ff we know cpu hightest use thread is :



d3d11!CContext::TID3D11DeviceContext_GetData_<1>+0x26
vrclient_x64!HmdSystemFactory+0xbf8ac
vrclient_x64!HmdSystemFactory+0xaf85
vrclient_x64!HmdSystemFactory+0x27f8
UnityPlayer!OpenVR::SubmitSeparateEyeTextures+0x1df
UnityPlayer!OpenVR::EventGfxThreadCallback+0x89
UnityPlayer!VRDevice::SendVRDeviceEvent+0x35
UnityPlayer!GfxDevice::SendVRDeviceEvent+0x30
UnityPlayer!GfxDeviceWorker::RunCommand+0x8e89
UnityPlayer!GfxDeviceWorker::RunExt+0x3b
UnityPlayer!GfxDeviceWorker::RunGfxDeviceWorker+0x5c
UnityPlayer!Thread::RunThreadWrapper+0x38
KERNEL32!BaseThreadInitThunk+0x14
ntdll!RtlUserThreadStart+0x21


this is a thread (idx : 11) it looks like to control hmd device
at the moment we find memory usage reduce from 390M to 20-30M.
i can not know what happens, someone has same experience? what's the reason of memory useage reduce?more than 5 threads(contains main) was running WaitForSingleObjectEx for the same object(address 0xe6eb5a8f)










share|improve this question














We develop a vr game use Unity, explore exe to run on win10.
after running ahout hours the game progess hang.cpu 30% (4 cores)
it looks like an infite loop, but...
1.use dnSpy to debug , we tried to find error from managered c# stacktrace.but all thread looks like correct.(main thread c# update method can not enter, it looks like suspend)
2.windbg break serveral times,



Call Site
ntdll!ZwWaitForSingleObject+0x14
KERNELBASE!WaitForSingleObjectEx+0x9f
UnityPlayer!GfxDeviceWorker::WaitOnCPUFence+0x5c
UnityPlayer!VRDevice::BeforeRendering+0x82
UnityPlayer!`InitPlayerLoopCallbacks'::`2'::PostLateUpdatePlayerSendFrameStartedRegistrator::Forward+0x12
UnityPlayer!PlayerLoop+0x469
UnityPlayer!PerformMainLoop+0xb4
UnityPlayer!MainMessageLoop+0xda
UnityPlayer!UnityMainImpl+0xe38
UnityPlayer!UnityMain+0xb
RedSea!__scrt_common_main_seh+0x11e
KERNEL32!BaseThreadInitThunk+0x14
ntdll!RtlUserThreadStart+0x21


this is main thread idx:0,
through !runaway ff we know cpu hightest use thread is :



d3d11!CContext::TID3D11DeviceContext_GetData_<1>+0x26
vrclient_x64!HmdSystemFactory+0xbf8ac
vrclient_x64!HmdSystemFactory+0xaf85
vrclient_x64!HmdSystemFactory+0x27f8
UnityPlayer!OpenVR::SubmitSeparateEyeTextures+0x1df
UnityPlayer!OpenVR::EventGfxThreadCallback+0x89
UnityPlayer!VRDevice::SendVRDeviceEvent+0x35
UnityPlayer!GfxDevice::SendVRDeviceEvent+0x30
UnityPlayer!GfxDeviceWorker::RunCommand+0x8e89
UnityPlayer!GfxDeviceWorker::RunExt+0x3b
UnityPlayer!GfxDeviceWorker::RunGfxDeviceWorker+0x5c
UnityPlayer!Thread::RunThreadWrapper+0x38
KERNEL32!BaseThreadInitThunk+0x14
ntdll!RtlUserThreadStart+0x21


this is a thread (idx : 11) it looks like to control hmd device
at the moment we find memory usage reduce from 390M to 20-30M.
i can not know what happens, someone has same experience? what's the reason of memory useage reduce?more than 5 threads(contains main) was running WaitForSingleObjectEx for the same object(address 0xe6eb5a8f)







c# multithreading unity3d






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share|improve this question










asked Nov 23 '18 at 12:22









LIN XULIN XU

1




1













  • the most important is the reason of memory useage reduce. i have no idea

    – LIN XU
    Nov 23 '18 at 12:51



















  • the most important is the reason of memory useage reduce. i have no idea

    – LIN XU
    Nov 23 '18 at 12:51

















the most important is the reason of memory useage reduce. i have no idea

– LIN XU
Nov 23 '18 at 12:51





the most important is the reason of memory useage reduce. i have no idea

– LIN XU
Nov 23 '18 at 12:51












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