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[Bug] PutStreamAsync is never completed if there is no internet connection #1037
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Hi, |
@vimanyu Last time I checked, |
Hi @dacodelaac, For our reproduction puposes, could you tell us which platform(s) this occurs on? Thanks! |
@DellaBitta, I was using Unity Editor 2019.4.21f, targeting platform android on Windows 10 OS. |
Hi @dacodelaac, I attempted to reproduce this with the Storage Test App using Upload Stream with airplane mode enabled on and Android device. I'm getting an retry limit exceeded exception as expected. I tested with Firebase Unity SDK 7.2.0. Steps taken:
Note that the storage location configuration in the test app isn't important since we're squelching the network request. Could you update these steps to cause a reproduction of the issue? Thanks. |
Hi @DellaBitta, I tested with Unity Editor 2019.4.21f, on Windows 10, target platform Android, Firebase Unity SDK 7.2.0 Step:
|
Hi @dacodelaac , Can you verify whether you're seeing the issue when running in the Unity editor (pressing the play button) or on a physical Android device? Thanks |
I can still reproduce this issue on
PS: Just tested it on my phone, this issue did not exist. |
I can confirm that I see this with the storage quickstart. MacOS host. Android target. Running in the Unity Editor. Unity 2021.1.3f1. Storage SDK 7.2.0. The first time I upload I get a normal exception that's handled appropriately. I'm going to mark this as a bug but as something that only shows up in the Editor. If you see it on device (Android/iOS phone/tablet) as well, let us know as it may effect prioritization! |
I am using
Firebase Storage
and currently having an issue usingPutStreamAsync
when there is no internet connection. It seems like the task will never complete, even though I reducedMaxUploadRetryTime
to 1 second or got the internet connection back.Task.Status
is alwaysWaitingForActivation
Editor log:
The text was updated successfully, but these errors were encountered: