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CrashedLastRun is false if app gets out of memory termination #1641

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andrey-vishnitskiy-hypemasters opened this issue May 7, 2024 · 1 comment

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@andrey-vishnitskiy-hypemasters

Environment

How do you use Sentry?
Sentry SaaS (sentry.io)

Which version of the SDK?
1.7.1

How did you install the package? (Git-URL, Assetstore)
git url

Which version of Unity?
2021.3.37

Is this happening in Unity (editor) or on a player like Android, iOS, Windows?
iOS, Android

Steps to Reproduce

  1. Open app
  2. Allocate 2gb memory by creating textures
  3. Game crashes
  4. Reopen game
  5. Cache SentryUnityOptions at SentryRuntimeConfiguration.cs
  6. Call options.CrashedLastRun?.Invoke() after 10 sec

Expected Result

Have options.CrashedLastRun true because last session has a crash due out of memory

Actual Result

Have options.CrashedLastRun false

Any logs or screenshots

logs filtered by crash word.log

@bitsandfoxes
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I get where you are coming from but the mechanism surrounding an Out Of Memor Crash is different and based on a heuristic and not a crash captured by the native SDKs.
But I think that's a fair point, if the native SDKs assume that the app crashed due to an OOM event it should consider the the previous run as crashed. I'll bring this up with the team.

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