Xamarin app crashes when discovering BLE peripherals - xamarin

I'm making a cross-platform app in Xamarin and currently I'm stuck in trying to get a simple BLE scan up and running. The app crashes ugly, and I've symbolized and hunted the issue down to the file "mini-exceptions.c", line 2360.
Basically, it says;
find_last_handler_block (StackFrameInfo *frame, MonoContext *ctx, gpointer data)
{
int i;
gpointer ip;
FindHandlerBlockData *pdata = data;
MonoJitInfo *ji = frame->ji;
if (!ji)
return FALSE;
So, in short; I'm missing the "MonoJitInfo", returning false which in turn throws an exception and I'm done.
But -- I don't get it. Why this "mono"-stuff? I'm developing for the new Xamarin Unified, and AFAIK there's not a single reference in the project to any classic MonoTouch-stuff?
I'm a Xamarin newbie so I'm trying me best to put the puzzle together here...
As for my application, and crash occurs when I create my CBCentralManager to use the "DefaultGlobalQueue", but I'm not getting any crash when I use the MainQueue as DispatchQueue -- but I'm not getting any discovered peripherals either so I'm guessing that it's something related to my DispatchQueue...?
I'm lost, I guess... Any hints are highly valued. Does CoreBluetooth in Xamarin.iOS require Mono?
EDIT;
I'm actually getting a critical error before my native crash, and I see some strange mono-touch references in there too...;
critical: Stacktrace:
critical: at <unknown> <0xffffffff>
critical: at (wrapper managed-to-native) UIKit.UIApplication.UIApplicationMain (int,string[],intptr,intptr) <0xffffffff>
critical: at UIKit.UIApplication.Main (string[],intptr,intptr) [0x00005] in /Developer/MonoTouch/Source/monotouch/src/UIKit/UIApplication.cs:62
critical: at UIKit.UIApplication.Main (string[],string,string) [0x0001c] in /Developer/MonoTouch/Source/monotouch/src/UIKit/UIApplication.cs:45
critical: at iOSMyApp.Application.Main (string[]) [0x00008] in /Users/markus/Xamarin/MyApp/iOS/iOSMyApp/Main.cs:17
critical: at (wrapper runtime-invoke) object.runtime_invoke_dynamic (intptr,intptr,intptr,intptr) <0xffffffff>
Edit -- with code snippets
My BLE implementation is the iOS-native class implementing an interface in a shared-project setup where all the business-logic is managed.
I've tried both a lambda-variant;
private CBCentralManager Central;
readonly AutoResetEvent stateChanged = new AutoResetEvent (false);
async Task WaitForState (CBCentralManagerState state)
{
Console.WriteLine ("Waiting for state: " + state);
while (Central.State != state) {
await Task.Run (() => stateChanged.WaitOne ());
}
}
internal NativeBleCentralTransport ()
{
Central = new CBCentralManager (DispatchQueue.MainQueue);
Central.DiscoveredPeripheral += (object sender, CBDiscoveredPeripheralEventArgs e) => {
Console.WriteLine ("DiscoveredPeripheral: " + e.Peripheral.Name);
};
Central.UpdatedState += (object sender, EventArgs e) => {
Console.WriteLine ("UpdatedState: " + Central.State);
stateChanged.Set();
};
Central.ConnectedPeripheral += (object sender, CBPeripheralEventArgs e) => {
Console.WriteLine ("ConnectedPeripheral: " + e.Peripheral.Name);
};
Central.DisconnectedPeripheral += (object sender, CBPeripheralErrorEventArgs e) => {
Console.WriteLine ("DisconnectedPeripheral: " + e.Peripheral.Name);
};
Central.FailedToConnectPeripheral += (object sender, CBPeripheralErrorEventArgs e) => {
};
}
public async Task<bool> SetupTransport ()
{
//Wait for state...
WaitForState(CBCentralManagerState.PoweredOn);
//Scan for *any* peripheral at the moment...
CBUUID[] uuids = null;
Central.ScanForPeripherals (uuids);
//Wait for things to happen...
await Task.Delay (10000);
return true;
}
... and the other "extend CBCentralManagerDelegate class"-approach;
internal class NativeBleCentralTransport : CBCentralManagerDelegate, ISessionTransport
{
private CBCentralManager BleManager;
internal NativeBleCentralTransport ()
{
//Create BLE manager and hook-up ourselves as delegate
BleManager = new CBCentralManager(this, DispatchQueue.MainQueue);
}
public async Task<bool> SetupTransport ()
{
//The manager will automatically kick "UpdateState" for us to indicate the status of the native BLE-interface (e.g., enabled or disabled?),
//so let's just sit back and await completion of discovery
Task.Delay (10000);
return true;
}
#region BLE delegate overrides
override public void UpdatedState (CBCentralManager mgr)
{
//State change occured! Let's see if we should start
if (BleManager.State == CBCentralManagerState.PoweredOn)
{
CBUUID[] uuids = null;
BleManager.ScanForPeripherals (uuids);
}
}
public override void DiscoveredPeripheral (CBCentralManager central, CBPeripheral peripheral, NSDictionary advertisementData, NSNumber RSSI)
{
Console.WriteLine ("Discovered: " + peripheral.Name);
}
#endregion
}
Problem summary
The idea is essentially that when a transport is setup (SetupTransport), the BLE interface should kick-in and discover/connect to a peripheral by blocking the invoking thread until it's done and ready for action.
But -- my app crashes when it discovers a peripheral on the iOS-native side. Not in my code -- I never see my debug-messages on the Console, but I've found it when symbolizing the native crash logs...
So, essentially; I'm not doing anything strange, it very straight-forward I'd say, BUT it is a shared-project setup and it's my first Xamarin-project, which makes me less comfortable with the terminology.. I'm using the Unity API. I'm currently suspecting that this is actually a project-setup/constraint/reference-thing and I'm therefore rebuilding a new test-project which is NOT a shared project but a native iOS-thing just to see that I can make a simple BLE discovery without crashing and then I'll take it from there I guess.
Any insights and suggestions are appreciated!
/Markus
Results
I did a test-solution in Xamarin, with only one project; a single-page iOS-template thing and just added my class in the "DidAppear" method in the View-controller, and everything works...
Hence, this is NOT a code/syntax-issue (unless there are rules that I'm not aware of for shared-project setups?), but a shared-project issue/Xamarin-setup issue. Any recommendations out there on how to setup a shared-project. Any missing references that an experienced pair of eyes can find by looking at the crash-traces?

Problem solved. Yes, it was related to shared-project setup and more specifically where my BLE native transport class was created.
Turns out, the CBCentralManager must be created by the main-thread, and I created an instance from a function with async attribute.
So by simply putting my NativeBleCentralTransport instance as a private variable created when the app boot-up, and use that object reference in my async function, everything works (which is also why everything worked nicely when I created a native iOS-project since I just brute-force played with an instance of NativeBleCentralTransport directly from the ViewDidAppear function.

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Should I avoid 'async void' event handlers?
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delegate void SetTextCallback(string text);
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Edit: It would be productive if, instead of downvoting and moving on, you shared thoughts on why this question deserved a downvote.
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OnXBoxGamepadButtonPressA(controller, controller.GetCurrentReading().Buttons);
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Very similar actually happend to me. Previous evening I was developing and testing my app. Next morning, from other computer I got the exception you described. I was remembered from a official Xamarin.Forms documentation that sometimes a bin and obj folder removal solves lot of issues.
I did exactly the same, removed my bin and obj folder from my shared Xamarin.Forms library and also from Xamarin.Android library.
The strange exception disappeared.

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Special Thanks to Rob for his help solving this mystery!

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