01-10-2014 01:51 PM
I'm working on a fairly large game port that's completely native (C/C++, NOT Cascades). I setup BPS, a screen, and swap buffers (seems that if I don't do that, nothing ever happens). I then send my invoke (email card).
What's weird is that if I'm debugging and I put a breakpoint on the invoke send, 9/10 times the invoke opens. If I don't put a breakpoint on it, ~3/10 times the invoke opens. If I run it without debugging, the invoke never opens. When I check errno as to what the error is, I get ETIMEDOUT from errno.
If more information is needed, the project is somewhat private right now and also very large, so I can post snippits of code, but not everything.
01-13-2014 10:35 PM
I've tried both with and without (before the loop starts, and after the loop has started). Both have the same results as I described earlier.
01-15-2014 10:52 AM
I have tried to find out what that error means but it turns out to be a low level error that could happen for several reasons. Would you be able to share a minimal sample app that reproduces the issue?
Also, is your app in the foreground when the invoke happens?
01-15-2014 08:31 PM
I'll see what I can do about a test app. I had been recommended this by someone else, but worried about the size of the codebase. It won't be small, I can say that.
Yes, the app is in the foreground when it happens.