We are experiencing a random crash while making iOS/Android builds on macOS machines. The machines are running multiple builds simultaneously but on different directories/projects.
Here is the crash call stack:
#0 0x007ff815b69b40 in _platform_memmove$VARIANT$Haswell
#1 0x0000017bb7994c in SystemNative_ReadDirR
#2 0x0000017cbdc975 in (wrapper managed-to-native) Interop/Sys:ReadDirR (intptr,byte*,int,Interop/Sys/DirectoryEntry&) [
{0x7f94d74a5d60}
+ 0x85] (0x17cbdc8f0 0x17cbdca25) [0x17aa02a80 - Unity Child Domain]
#3 0x00000188ddbca4 in System.Collections.Generic.LargeArrayBuilder`1<T_REF>:AddRange (System.Collections.Generic.IEnumerable`1<T_REF>) [
{0x6000021ef900}
+ 0x124] (0x188ddbb80 0x188ddbd2c) [0x17aa02a80 - Unity Child Domain]
#4 0x00000188ddb9b3 in System.Collections.Generic.EnumerableHelpers:ToArray<T_REF> (System.Collections.Generic.IEnumerable`1<T_REF>) [
{0x6000021eed00}
+ 0x1c3] (0x188ddb7f0 0x188ddb9fb) [0x17aa02a80 - Unity Child Domain]
#5 0x00000188ddb3cb in System.IO.DefaultWatcher:UpdateDataAndDispatch (System.IO.DefaultWatcherData,bool) [
{0x7f94d7d3e500}
+ 0xfb] (0x188ddb2d0 0x188ddb3f8) [0x17aa02a80 - Unity Child Domain]
#6 0x00000188d4eb27 in System.Threading.ThreadHelper:ThreadStart_Context (object) [
{0x7f94d516d5b0}
+ 0xa7] (0x188d4ea80 0x188d4eba9) [0x17aa02a80 - Unity Child Domain]
#7 0x00000188d4e28b in System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool) [
{0x7f94558d4978}
+ 0x2b] (0x188d4e260 0x188d4e290) [0x17aa02a80 - Unity Child Domain]
#8 0x0000017ae2bc3c in mono_jit_runtime_invoke
#9 0x0000017afe12a3 in do_runtime_invoke
#10 0x0000017afe2dd5 in mono_runtime_delegate_try_invoke
#11 0x0000017b002170 in start_wrapper_internal
#12 0x0000017b001f41 in start_wrapper
#13 0x0000017b07f345 in GC_inner_start_routine
#14 0x0000017b07f2dd in GC_start_routine
Note: No testing was done by CQA. The development has asked to forward this.