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Recording Playback in Unity can't handle loopback #84

@NPatch

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@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)?

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