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error logs spamming builds when Discord is closed #17

@Svartskogen

Description

@Svartskogen

seems like it keeps trying to connect when it fails and ends up spamming the log file easily making 10GB+ log files with this pattern in a loop:

Created new NamedPipeClientStream 'discord-ipc-0' => '\\.\pipe\discord-ipc-0'
<IPC> Too many enqueued messages, dropping oldest one.
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
Lachee.Discord.Control.UnityLogger:Warning(String, Object[])
DiscordRPC.RPC.RpcConnection:EnqueueMessage(IMessage)
DiscordRPC.RPC.RpcConnection:MainLoop()
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)

<IPC> Unhandled Exception: Lachee.IO.Exceptions.NamedPipeWriteException
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Lachee.Discord.Control.UnityLogger:Error(String, Object[])
DiscordRPC.RPC.RpcConnection:MainLoop()
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)

<IPC> An exception occured while reading from the pipe. Error Code: -1
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Lachee.Discord.Control.UnityLogger:Error(String, Object[])
DiscordRPC.RPC.RpcConnection:MainLoop()
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)

<IPC>   at Lachee.IO.NamedPipeClientStream.Write (System.Byte[] buffer, System.Int32 offset, System.Int32 count) [0x00000] in <00000000000000000000000000000000>:0 
  at DiscordRPC.IO.PipeFrame.WriteStream (System.IO.Stream stream) [0x00000] in <00000000000000000000000000000000>:0 
  at Lachee.Discord.Control.UnityNamedPipe.WriteFrame (DiscordRPC.IO.PipeFrame frame) [0x00000] in <00000000000000000000000000000000>:0 
  at DiscordRPC.RPC.RpcConnection.EstablishHandshake () [0x00000] in <00000000000000000000000000000000>:0 
  at DiscordRPC.RPC.RpcConnection.MainLoop () [0x00000] in <00000000000000000000000000000000>:0 
  at System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <00000000000000000000000000000000>:0 
  at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state) [0x00000] in <00000000000000000000000000000000>:0 
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Lachee.Discord.Control.UnityLogger:Error(String, Object[])
DiscordRPC.RPC.RpcConnection:MainLoop()
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)

it would be nice when its able to just stop retrying or im missing something? I dont see these logs in the editor, but on the log files of builds. its easily reproducable by just opening a build and having Discord closed

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