High ANR rate and poor discoverability

So a week or so of data

ANR is clearly an issue as is memory management in Solar. Also many issues with Google SSO.

Share your results so we can try and deal with these issues.

There are also some ANRs with this label ā€œunavailable - com.ironsource.environment.h.qā€ that we are seeing with your ironSource plugin-- I have noticed these since some months but I waited a few days after we pushed an update earlier in December that uses the latest SDKs and version of your plugin but we are still seeing a few dozen ANRs with this tag every day-- can you please check if this can be fixed?

1 Like

For sure, yeah got a few reports working on a fix

1 Like

Curious thing here. The ONLY thing that changed was adding bugsnag, Solar version is the same, zero code changes yet the ANR rate has gone silly. Could it be that monitoring is causing more ANRs?

image

I canā€™t imagine how, but you can remove it and see if it goes down again or reduce the number of breadcrumbs you send.

I just pushed a new update which should help with ANR

Got this error when uploading to App Store Connect

[23:46:53]: [altool] 2022-12-29 23:46:53.258 *** Error: Asset validation failed Invalid Bundle Executable. The executable file 'LogiBrain Collection.app/Frameworks/Bugsnag.framework/Bugsnag' contains incomplete bitcode. To compile binaries with complete bitcode, open Xcode and choose Archive in the Product menu. (ID: ae64c0bf-6aff-4712-9348-b5dea71bdac4) (90668)
[23:46:53]: [altool]  {
[23:46:53]: [altool]     NSLocalizedDescription = "Asset validation failed";
[23:46:53]: [altool]     NSLocalizedFailureReason = "Invalid Bundle Executable. The executable file 'LogiBrain Collection.app/Frameworks/Bugsnag.framework/Bugsnag' contains incomplete bitcode. To compile binaries with complete bitcode, open Xcode and choose Archive in the Product menu. (ID: ae64c0bf-6aff-4712-9348-b5dea71bdac4)";
[23:46:53]: [altool]     "original_server_error" =     {
[23:46:53]: [altool]         code = "STATE_ERROR.VALIDATION_ERROR.90668";
[23:46:53]: [altool]         detail = "Invalid Bundle Executable. The executable file 'LogiBrain Collection.app/Frameworks/Bugsnag.framework/Bugsnag' contains incomplete bitcode. To compile binaries with complete bitcode, open Xcode and choose Archive in the Product menu.";
[23:46:53]: [altool]         id = "ae64c0bf-6aff-4712-9348-b5dea71bdac4";
[23:46:53]: [altool]         status = 409;
[23:46:53]: [altool]         title = "Asset validation failed";
[23:46:53]: [altool]     };
[23:46:53]: [altool] }

Thanks. Will update our apps and report back

I will take a look and resolve it.

Thank you, build is now accepted

A post was merged into an existing topic: Unity ads plugin

Did you see there is a new update?

https://updates.bugsnag.com/send-more-breadcrumbs-from-your-mobile-apps-254351

yep. I did see it. I will have an update as soon as I update the next app.

Hi, is there any update on this? Did the IronSource plugin update reduce the ANRs?
Also, was the IronSource adapter within the Appodeal plugin also updated?

Weā€™ve had only a single report of an ANR on the latest version of Scottā€™s ironSrc plugin which has had the effect of driving down our overall ANR quite substantially.

I wonā€™t know about the Appodeal plugin as we havenā€™t used that for any of our recent apps, sorry.

1 Like

@agramonte Would it be possible for you to add the setUser function to the Bugsnag init() function please? It would make it easier for us to pair things up with other analytics we use, to pin down crashes and ANRs.
Or if the source repo is public I donā€™t mind doing this myself via a pull request, to save you having to do it.

This is the function:

//Java
Configuration config = Configuration.load(this);
config.setUser(id, email, name); <--this line
Bugsnag.start(this, config);
//ObjC
BugsnagConfiguration *config = [BugsnagConfiguration loadConfig];
[config setUser:id withEmail:email andName:name]; <--this line
[Bugsnag startWithConfiguration:config];

Sure, of course. Iā€™ll see what is easier for me to do.

@alanFlickGames, the ios version is updated, I also included the source code for any future changes. Working on the Android version.

1 Like

Thank you. Once the Android one is there I will test them both out, and let you know if all is ok.

@agramonte

When I build using the simulator, everything works fine, but when I build using the native method, I always get the error ā€œld: framework not found Bugsnagā€.