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When an assert fires FGenericPlatformMisc::RaiseException is tracked instead than the actual error #514
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Thank you, we'll check this on our end. Btw is this issue something you've encountered just after upgrading to |
Hey @tustanivsky It's always been a thing as far as I know, however, we skipped from 0.8.0 to 0.16.0 so unsure if there is a regression in-between those versions that brought it back if this has been fixed before. |
Just to get it right @Edstub207: You're asserting something and running into the thing that was supposed to be asserted right afterward? Are you able to provide us with a minimal repro? |
@bitsandfoxes Yeah, when we hit an assert Sentry tracks FGenericPlatformMisc::RaiseException - Which is a generic bucket in Unreal and doesn't actually track the assert itself. As a result we also don't have the full logs sent to Sentry either, because it's sending the logs at the time of FGenericPlatformMisc::RaiseException not whatever the assert actually is, which properly logs/outputs just after FGenericPlatformMisc::RaiseException. |
I think this is also related to #489 and #503. Basically, there's a whole bunch of situations when several top callstack frames of completely different events/errors could be the same which hides their origin and prevents them from being grouped properly at Sentry. I've been researching some alternative approaches of attaching only relevant callstack part to captured events lately and about to test those on my end to see whether it'll help to resolve the above issue. |
@Edstub207 I've created a draft PR which is supposed helping to resolve this issue. Currently fix works only for Win/Linux yet if the suggested approach appears to be viable porting it to other platforms should be pretty straightforward. The corresponding plugin package can be downloaded from our CI here so if you could give it a try sometime we'd really appreciate your feedback. |
@tustanivsky I will give it a try as well. We are on windows :) |
I've tried this on our setup, @tustanivsky Has the behavior been verified on Linux on your end? If so, this might be a setup issue on our end. |
Hi! I've verified that ensures works properly now! Any reason for ending 1 frame before the function with the ensure? Thanks for getting this fixed quickly! |
@Tobias-Nilsson-Sharkmob Thank you for the timely feedback! Which Unreal version and platform you're on? I suppose for older UE versions that generic callstack part which we're cutting off could differ so that's something we have to consider separately. I tested this only with UE 5.3 Win/Linux and so far everything seemed to work as expected. |
Hey! I'll get this running on our Main and see if any issues pop up. Again, thanks for the help! |
Got it, I'll make some extra tests with different UE versions to see how we can handle this. |
Hello again! We've been running this for a while now, and these changes seem to have exposed some underlying issues- For our usage, we may simply switch USentryBreadcrumb from an UObject to a UStruct since we have no need for the UFunctions on that type, and add a critical section around the internal list to solve this for now. However, this is likely a larger issue that needs to be considered before these changes are merged. |
I'll add our testing as well, as while Tobias + I are from the same studio, we're on different projects. We rolled out this change but had to back it out due to it causing a crash which wasn't fatal without the changes - Potentially related to the Multhreaded stuff Tobias mentioned. The crash is in our code, pending a fix, but we intend on taking the changes back in once that's resolved. The brief time we had it available there where no obvious issues, although I would most likely wait for a resolution on the issue raised by Tobias before rolling out. |
@Tobias-Nilsson-Sharkmob @Edstub207 Thanks for the heads up and providing the above details! I'll look into that and try to add some threading considerations |
Hey @tustanivsky any update on this? |
Hey @Edstub207, we will revisit this sometime next week and let you know once there are any updates. Tobias made some great points above regarding how threading issues may be resolved so I'll check if we can adopt these to make things moving faster. |
@Edstub207 @Tobias-Nilsson-Sharkmob we're looking forward to merging #559 which is supposed to fix the threading issues mentioned earlier. Also, the suggested solution for assertion/ensure events grouping problem now supports Android/Apple and should be available after #537 passes the review |
Environment
How do you use Sentry?
Sentry SaaS (sentry.io)
Which version of the SDK?
0.16.0
How did you install the package? (Git-URL, Assetstore)
Git Download
Which version of Unreal?
5.3.2
Is this happening in Unreal (editor) or on a player like Android, iOS, Windows?
Linux Server
Steps to Reproduce
Expected Result
The assert is the captured event in Sentry
Actual Result
The default raise exception is captured and the assert is "lost"
Any logs or screenshots
Log cuts off at:
[2024.03.12-14.00.37:849][466]LogOutputDevice: Warning:
When just after that the following occurs on the actual session log:
The text was updated successfully, but these errors were encountered: