Two more releases and two more fails. Neither v1.1.3 or v1.1.4 resolved the problem.
I give up - my realms subscription has now been terminated.
At least while I patiently waited there were regular updates from the assigned engineer (who was?). Provided of course you accept linking other bug reports to this one and marking them as resolved an update and not just a method to reduce the system bug count!
No surprise - it's still not working with v1.1.2.
Jeremy - just noticed you are using an older version of the OS, v10.2.1. Are you willing to update to the current version v10.3.2 and confirm whether or not it still works?
Jeremy - can you confirm that you can actually sign-in to Xbox Live on your iPhone 6+ through Minecraft v1.1.1? More overly having signed in are you able to load a realm?
I reinstalled the App several releases back in the hope that this would fix the problem and it did / does allow the game to load again rather than simply showing a white screen and then crashing. However the reason for this is that by reinstalling the game you stop it automatically attempting to sign you into Xbox Live, which is where the game crashes.
I can confirm that the game is then playable outside of realms and therefore Xbox Live login. However I don't believe the crash has been fixed with regards to the actual sign-in with the latest release, v1.1.1.
I haven't restored my device to factory defaults and if this is indeed the fix my time with Minecraft will have run its course - no other App on the device appears to be showing unusual behaviour.
Can an engineer please respond to this thread to given an official update, at least to offer some hope that it is even being looked at?
Still knackered with v1.1 release - well played!
I'm guessing that that following devices are crashing when attempting to sign in to Xbox Live:
iPad Air 2
iPhone 6 & plus
iPhone 6s & plus
iPhone 7 & plus
iPhone SE
Current iPad (2017)
iPad Mini 4
iPad Pro - both models
Apple TV
No doubt the latest iPod Touches
Fancy fixing it? I doubt it as this is the 6th release that you've kept it in. I mean it isn't as if it is a game crashing bug that prevents you from playing - oh wait it is!
Please, please, please just check how you broke the code around this area with a simple source comparison using your version control system...
Why is the 'Confirmation Status' "Unconfirmed"? This bug was logged over a month ago and it takes seconds to reproduce on the given device!
Has an engineer even been assigned yet?
Still crashes for v1.0.9!
It is caused by the number of threads the App is creating. The iOS believes the game is putting the device at risk (of system crash) due to the thread explosion and therefore aborts the App before this happens - even without access to the source this can easily be seen in the crash report (64 threads and no doubt counting).
So why does it still work on older devices? Simply put because they are slower! This means that these devices don't saturate the queue(s) not because of good programming but the time slice on the core isn't long enough! However on faster devices, probably iPad Air 2 and newer the queue is overfilled (not a problem in itself) and an attempt is made to service all requests concurrently - BANG you're dead.
I see two possible fixes:
1. Make the queue serial - surely there isn't that much going on at this point?! We're only on the title screen!
2. Monitor the number of tasks being processed and keep this within realistic limits. There isn't much point in attempting to execute more tasks (threads) than cores anyway as you'll soon hit a performance lag due to context switching!
<rant>
I'm really quite miffed that this bug has been around so long. It isn't hard to fix and people that are paying real money every month are unable to login! Personally if it was my game I'd drop everything else and fix it - please show a little respect to your paying Users.
</rant>
<linked_to>MCPE_21053</linked_to>
Still crashes for v1.0.9!
It is caused by the number of threads the App is creating. The iOS believes the game is putting the device at risk (of system crash) due to the thread explosion and therefore aborts the App before this happens - even without access to the source this can easily be seen in the crash report (64 threads and no doubt counting).
So why does it still work on older devices? Simply put because they are slower! This means that these devices don't saturate the queue(s) not because of good programming but the time slice on the core isn't long enough! However on faster devices, probably iPad Air 2 and newer the queue is overfilled (not a problem in itself) and an attempt is made to service all requests concurrently - BANG you're dead.
I see two possible fixes:
1. Make the queue serial - surely there isn't that much going on at this point?! We're only on the title screen!
2. Monitor the number of tasks being processed and keep this within realistic limits. There isn't much point in attempting to execute more tasks (threads) than cores anyway as you'll soon hit a performance lag due to context switching!
<rant>
I'm really quite miffed that this bug has been around so long. It isn't hard to fix and people that are paying real money every month are unable to login! Personally if it was my game I'd drop everything else and fix it - please show a little respect to your paying Users.
</rant>
<linked_to>MCPE_20548</linked_to>
Same on PS4 1.14.60. Like Jonathan Hanzel, a restart seems to have fixed the issue temporarily.