Crash on exit from FB audience network plug-in

Hi,

Has anyone tried using FB audience network plug-in? We’re testing it now on couple of apps and we get a crash on exit. The device has no FB app installed on it. I’ve filed a bug report anyhow but hope to get faster response as we want to ship the updates and this is blocking us.

This is the log we get on the error:

W/dalvikvm( 7773): threadid=1: thread exiting with uncaught exception (group=0x41950c68)

W/System.err( 7773): java.lang.NullPointerException

W/System.err( 7773): at plugin.fbAudienceNetwork.LuaLoader$CoronaFbInterstitialAdListener.onError(LuaLoader.java:455)

W/System.err( 7773): at com.facebook.ads.InterstitialAd$1.a(Unknown Source)

W/System.err( 7773): at com.facebook.ads.internal.DisplayAdController$10.run(Unknown Source)

W/System.err( 7773): at android.os.Handler.handleCallback(Handler.java:733)

W/System.err( 7773): at android.os.Handler.dispatchMessage(Handler.java:95)

W/System.err( 7773): at android.os.Looper.loop(Looper.java:136)

W/System.err( 7773): at android.app.ActivityThread.main(ActivityThread.java:5017)

W/System.err( 7773): at java.lang.reflect.Method.invokeNative(Native Method)

W/System.err( 7773): at java.lang.reflect.Method.invoke(Method.java:515)

W/System.err( 7773): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:779)

W/System.err( 7773): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:595)

W/System.err( 7773): at dalvik.system.NativeStart.main(Native Method)

Checking with Engineering

I replied to your bug report, and see that you replied back.

Just wanted to post here to show that we are not ignoring issues people post in the forums.

I haven’t experienced the crash personally, but I will investigate this based on the information you have provided.

Thank you

@Danny,

Thanks for your response here and on the posted bug. As I mentioned, I think the problem is on FB API side. I will get to create a specific test for your team. Its just that we’re moving some of our apps to be based on Ads and testing the ad networks on real devices causes so many unexpected behaviors which were not there before. We simply try to keep as many as we can unless they harm game play. Currently the ones showing least issues are Vungle, then AdBuddiz and then Applovin. FB is too much of a headache currently.

Thanks for the reply.

Even if it is on Facebook’s side, I definitely don’t want this plugin to be seen as a headache, and definitely not crash.

I’ll take a peek at this today and see.

For reference, can you post up the steps to make it crash?

Like:

  1. Start the app

  2. Is “require(“plugin.fbAudienceNetwork”)” enough to reproduce?

  3. Close the app > Crash here? (as in, does a runtime error popup whilst it is closing, or is this output just in the log?. Or does it crash when you re-open the app from a suspended state?

If you could give me these basic details, you can avoid the test case whilst I have a preliminary look.

Yes, these are sufficient steps. Once you require it, it will crush on exit.

Again, I think it has to do with specific placement IDs. It occurred in two out of three apps we’ve tested. I will send you the placement ID privately so you can check it.

Checking with Engineering

I replied to your bug report, and see that you replied back.

Just wanted to post here to show that we are not ignoring issues people post in the forums.

I haven’t experienced the crash personally, but I will investigate this based on the information you have provided.

Thank you

@Danny,

Thanks for your response here and on the posted bug. As I mentioned, I think the problem is on FB API side. I will get to create a specific test for your team. Its just that we’re moving some of our apps to be based on Ads and testing the ad networks on real devices causes so many unexpected behaviors which were not there before. We simply try to keep as many as we can unless they harm game play. Currently the ones showing least issues are Vungle, then AdBuddiz and then Applovin. FB is too much of a headache currently.

Thanks for the reply.

Even if it is on Facebook’s side, I definitely don’t want this plugin to be seen as a headache, and definitely not crash.

I’ll take a peek at this today and see.

For reference, can you post up the steps to make it crash?

Like:

  1. Start the app

  2. Is “require(“plugin.fbAudienceNetwork”)” enough to reproduce?

  3. Close the app > Crash here? (as in, does a runtime error popup whilst it is closing, or is this output just in the log?. Or does it crash when you re-open the app from a suspended state?

If you could give me these basic details, you can avoid the test case whilst I have a preliminary look.

Yes, these are sufficient steps. Once you require it, it will crush on exit.

Again, I think it has to do with specific placement IDs. It occurred in two out of three apps we’ve tested. I will send you the placement ID privately so you can check it.