Skip to content

Recording Playback in Unity can't handle loopback #84

Description

@NPatch

For some reason, if loopback is switched on, with either Read or ReadPreloaded, it only rewinds properly 1-2 times.
In a debugging session, I got a System.IO.EndOfStreamException in formatter.Deserialize(skeletonStream) in RATKinectClient. There's no exception handling so at some point this results in exiting the thread and this is not handled in the "restart the stream" code.

Also ReadPreloaded is handled similarly to the Read mode which closes the streams and recreates them(allocation and everything).Isn't this wasteful, considering Preloaded has a memorystream that acts on a byte array that's already set? Could't we just stream.Seek(0,SeekOrigin.Begin)?

Activity

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Type

    No type

    Projects

    No projects

      Milestone

      No milestone

      Relationships

      None yet

      Development

      No branches or pull requests

      Issue actions