FishNet Version: 4.7.2
Unity Version: 6000.3.2f1
Finalizers run on their own thread and are not threadsafe. Unity's documentation says to not use them.
Several classes have finalizers which call out to CollectionCaches which is not threadsafe or to Unity APIs from the finalizer thread.
- SyncList
- UniversalTickSmoother
- PredictionRigidbody
- PredictionRigidbody2D
- SyncDictionary
- SyncHashSet
- TransformTickSmoother
We're investigating List<NetworkBehaviour> leaks. After one game server instance loads and unloads ~500 hundred scenes it has ~100,000 List<NetworkBehaviour> and ~10k List<NetworkObjects>. We're still trying to determine where that leak actually comes from. Isolating out threading issues would be helpful.
FishNet Version: 4.7.2
Unity Version: 6000.3.2f1
Finalizers run on their own thread and are not threadsafe. Unity's documentation says to not use them.
Several classes have finalizers which call out to
CollectionCacheswhich is not threadsafe or to Unity APIs from the finalizer thread.We're investigating
List<NetworkBehaviour>leaks. After one game server instance loads and unloads ~500 hundred scenes it has ~100,000List<NetworkBehaviour>and ~10kList<NetworkObjects>. We're still trying to determine where that leak actually comes from. Isolating out threading issues would be helpful.