chore(mediaplayer): rebuild the Windows x64 native plugin (RIST + demux hardening)#929
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dooly123 merged 1 commit intoJul 10, 2026
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…ux hardening) The shipped Windows x64 DLL predated the merged demux hardening and was built without RIST. This rebuild carries the malformed-input hardening (overflow-safe MP4 timestamp arithmetic, trun composition-offset version handling, esds length validation, demux-error stop) and links the librist static (opt-in RIST transport, mbedTLS AES bundled). Validated in-editor across progressive MP4 VOD, TS-HLS, RTSP/TS live, RIST plain + AES-128, and 7.1 LPCM.
towneh
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Jul 10, 2026
Both sides rebuilt the shipped Windows x64 plugin (developer via BasisVR#929, this branch with the present-clock/VOD fixes); kept this branch's binary, which is built from the same RIST-enabled configuration plus the fixes here.
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Summary
Rebuild the shipped Windows x64 native plugin (
basis_media_native.dll). The committed binary predated the media-player demux hardening merged in #926 (overflow-safe MP4 timestamp arithmetic,truncomposition-offset version handling,esdslength validation, demux-error stop) and was built without RIST. This rebuild carries those source fixes and links the librist static (opt-in RIST transport, mbedTLS AES bundled). No source changed — this is a binary-only rebuild of the Windows x64 plugin.Required checks
All boxes below must be ticked before this PR can merge. If a check is genuinely N/A, tick it anyway and explain under Notes.
TransformAccessArrayor are otherwise batched. I have not added per-frametransform.position/transform.rotation/transform.localPositioncalls inside loops. Whenever I need both position and rotation, I use the combined APIs —SetPositionAndRotation/SetLocalPositionAndRotationfor writes,GetPositionAndRotation/GetLocalPositionAndRotationfor reads — instead of two separate property accesses; the combined call does one local-to-world matrix traversal instead of two.Resources.Load, no direct asset references that pull large content into memory on scene load.GetComponent/AddComponentwhere avoidable — Where unavoidable, the result is cached on a field, and anyGetComponent<T>is replaced withTryGetComponent<T>(out var x)— bareGetComponentwill be denied.TryGetComponentis the modern API (Unity 2019.2+) and skips the Editor-only GC allocationGetComponentcauses when a component is missing: Unity wraps thenullreturn in a managed "fake null" object so its overloaded==operator can still detect destroyed C++ objects, and constructing that wrapper allocates;TryGetComponentreturns aboolplusoutparameter and never builds the wrapper. None of these calls run insideUpdate,LateUpdate,FixedUpdate, jobs, or other per-frame code paths.BasisEventDriver— Any new per-frame work hooks intoBasisEventDriverrather than adding standaloneUpdate/LateUpdate/FixedUpdatecallbacks on a MonoBehaviour.BasisEventDriveris bulletproof, or guarded bytry/catch—BasisEventDriverruns the single per-frame tick that drives the whole framework (network apply, local player sim, blendshapes, JigglePhysics, nameplates, and more) as one sequential chain. An unhandled exception anywhere in that chain aborts the rest of the tick, so every step after the throwing one is silently skipped for that frame. New work added to the driver must either be guaranteed not to throw, or be wrapped in atry/catchthat contains the failure and surfaces it throughBasisDebug— logged once / rate-limited, never every frame (see the existingHVRBasisBuiltInAddresses.Simulate()guard for the pattern). Expect this to be scrutinized closely in review.{ get; set; }properties or access lockdowns — Public fields are fine; Basis is meant to be read and modified freely, so don't wall things offprivate/internalwithout a real reason. Don't wrap a field in{ get; set; }when the accessors do nothing — property accessors have a real performance cost vs direct field access, and the lead maintainer prefers plain fields (or a method / setter-only property when only the setter needs logic) over a noop-getter pair. For.Instancesingletons, callers reassigningType.Instanceis allowed; if that would break your code, log a warning or throw — don't block the assignment. Locking down access is not your call.BasisLocalCameraDriver— Code that needs the local camera (transform, projection, rig data, etc.) pulls it fromBasisLocalCameraDriverrather than looking one up itself. Don't roll a separate camera discovery path.BasisDebug— All new logging calls go throughBasisDebug.Log/BasisDebug.LogWarning/BasisDebug.LogError(with an appropriateLogTag) instead ofUnityEngine.Debug.Log/Debug.LogWarning/Debug.LogError.BasisDebugroutes through Basis's tagged, color-coded logger and respects the project-wideLoggingDisabledtoggle so logging can be killed at runtime; bareDebug.Logcalls bypass that and will be denied.FindObjectOfType/FindObjectsOfType/GameObject.Find/FindGameObjectsWithTagto locate what it depends on. References are wired in — registered through an existing manager/driver, injected at init, or passed in by the caller — rather than discovered by scanning the scene at runtime. If a scene scan is genuinely unavoidable, justify it under Notes.newon reference types, no LINQ, nostringconcatenation/interpolation, no boxing, noforeachover interface-typed collections. Allocate once at init and reuse the buffer.BasisDebug. Hot-path logging floods the console and incurs cost on every frame regardless of whether the message is filtered out downstream. If a hot-path log is needed while iterating, gate it behind#if UNITY_EDITORand remove (or leave gated) before merge..Count(lists) /.Length(arrays) into a localintbefore the loop instead of re-reading the property each iteration. PreferT[](with a separate length int when the array is over-sized) overList<T>where the data is hot — Unity's mono BCL doesn't exposeCollectionsMarshal.AsSpan(List<T>), so a list can't be fed intoSpan<T>/ unsafe paths cleanly. Where the perf justifies it, drop intoSpan<T>/reflocals /Unsafe.As/unsafepointer code to skip bounds checks and copies, and call out the invariants you're relying on under Notes so reviewers can sanity-check them.Testing details
Tick the platforms you actually tested on. Leave the rest unticked — these are informational and do not block merge.
Input / control mode coverage:
Where applicable, confirm these flows still work after your changes:
Notes
Binary-only rebuild of the Windows x64 plugin — no C#/gameplay source changed, so every code-quality required check (transform access, Addressables, GetComponent, BasisEventDriver, jobification, properties, camera driver, BasisDebug logging, scene discovery, hot-path allocations/logging/collections) is genuinely N/A and ticked as such. The only diff is the rebuilt
Plugins/Windows/x86_64/basis_media_native.dll.The source it's built from (demux hardening) already merged via #926; this just makes the shipped binary match and links the opt-in RIST transport (
-DBASIS_WITH_RIST=ON, librist static). Tested in the Unity editor (desktop) against progressive MP4 VOD, TS-segment HLS, RTSP/TS live, RIST plain + AES-128, and 7.1 LPCM playback — all clean.