We’re seeing a crash in USteamSocketsNetConnection::CleanUp after a connection times out and returns us to our main menu. It looks like maybe the socket is getting destroyed but the backing object is sticking around. Whatever the cause, this results in a memory leak that causes a crash with the callstack below. Is this a driver problem, or is there something that we might need to check on our end with how we’re disconnecting or cleaning up the connection?
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Steps to Reproduce
1- Join a server as client
2- Disconnect your PC from the internet
3- Wait for the game to quit you back to the main menu
4- Crash
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Hi,
Sorry for the delay in getting back to you.
I was unfortunately unable to reproduce this with my own basic test project, and I haven’t found any reports of similar issues.
Are you doing anything custom with how you’re handling the disconnect/cleanup? Also, are you using the Steam Online Subsystem (v1) or Steam Online Services (v2)?
If you’re using the Steam OSS (v1), would you be able to provide server and client logs from when the crash occurs, with the verbosity increased for the LogOnline, LogOnlineSession, LogSteamShared, LogSockets, LogSteamSocketsAPI, and LogNet categories?
Thanks,
Alex
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