WeTest/The WeTest Blog/Common Issues Concerning CrashSight Integration and Reporting in Windows and Game Engines/ Common Issues Concerning CrashSight Integration and Reporting in Windows and Game Engines
Performance Testing 2024-04-10 15:25 238
TACKLING THE NUANCES OF CRASHSIGHT IN WINDOWS AND VARIOUS GAME ENGINES.
Windows SDK Integration and Reporting
What to check if crashes cannot be reported?
- Ensure the dll has been properly loaded.
- Verify that the setTQMConfig function has been executed.
- Check if the crashes are supported by CrashSight (throw and raise crashes are not supported).
- Confirm if any TQM Center.exe process is running after initialization.
- Check if the content of TQM64/GameBabyConfig.dat matches the GameBabyConfig.dat in the same directory as the dll.
- If no dmp file was generated under TQM64/dump after the crash, check steps 1-3.
- If a dmp file was generated but no reporting is seen on the "Crash Analysis" page, check steps 4-5.
- If none of the above applies, add the
<LogOutput>appid</LogOutput>
configuration to the two configuration files, replacing "appid" with the project appid. Run the app to cause a crash and send the log files in the two GBLog folders to CrashSight developers for manual assistance.
Unity SDK
Why can't C# exceptions be detected and reported after initializing SDK?
- Check if other logics have registered
Application.RegisterLogCallback(LogCallback)
. You can call the CrashSightAgent.RegisterLogCallback(CrashSightAgent.LogCallbackDelegate)
method to replace the registration of log callback.
- Ensure the SDK component of the corresponding platform has been integrated into the project.
- Verify if the crashes for testing have been detected by the code.
Unreal SDK
Why isn't FAndroidMisc::RequestExit detected?
- UE's default handling considers
FAndroidMisc::RequestExit
as a proper quitting in Android, not a crash. To detect and report it in iOS, edit the UE source code to change the exit call to an abort call. iOS uses abort by default, allowing detection and reporting