IllegalStateException Crashes

We’ve just made a build that goes back to the plugin on a current build - will be releasing today and I’ll update here with progress.

Any feedback yet?

Looks good - problem seems to have gone away.

Great! Thanks!

One thing, are you getting callback to “DidReceiveRemoteNotification(message, additionalData, isActive)” function from OneSignal.Init?

I don’t anymore with 3462 build. Did anything changes in this element?

Didn’t notice. After problems with Notifications v2 I’ve reverted all the way back to v1 - keeping an eye out for crashes.

So is the plugin now updated with this fix? All I have to do is use a newer daily build and I’m good to go? Was having tons of crashes on Android 8+ but haven’t checked too recently.

That’s what worked for us.

Great, thanks! Fingers crossed.

What plugins are you using?

Rob

gameanalytics

OneSignal

advertisingId

native.popup.social

notifications

googleAnalytics

analytics.flurry

gaemNetwork.google

CoronaSplashControl

OK, so the analytics are a bit over the top - could drop Flurry & GA, but have had them there forever and it hasn’t been a problem before.

Nathan.

Any ideas @robmiracle ?

What is this plugin: gaemNetwork.google?

Is there a more detailed stack trace on the crashes?  (please use pastebin.com or similar to share them)

Rob

Hi @robmiracle it’s this one (I just spelt it wrong above)…

https://docs.coronalabs.com/plugin/gameNetwork-google/index.html

Just noticed that it’s legacy and I’m pretty sure we’re not even using it in this app - was a hangover from an existing build.settings file.

That’s all the detail I have - it’s just from the Crash report on the Google Play console.

You certainly should probably avoid using “CoronaProvider.gameNetwork.google”. It was replaced by the GPGS plugin a long time ago and we recently updated it to GPGS v2 to be compliant with current Google requirements. If you’re not using it, I’d remove it. If you’re using it, you should switch to GPGS v2.

There is also a new notifications plugin, notifications v2 that uses Firebase Cloud Messaging (FCM) instead of Google Cloud Messaging (GCM) which is Google’s preferred way to send notifications. Though I don’t know that it should crash you.

As far as the stack trace, the Google Play developer console should let you drill down to see the specific error. 

Rob

Looks like we don’t ever require “gameNetwork” in the code, so I doubt that’s it, but I will replace.

Looking at how to get a bigger stack trace from GP.

Update: Google Play only provides what I pasted above

Interestingly we don’t have any user reports of the problem - could be something failing silently?

Why do you think it’s a plugin issue?

Any ideas on this @robmiracle ? We’re now at 8% crash rate on Google Play putting us waaaay over the bad behaviour threshold.

Any ideas?

I searched the forums for this error and there are threads around OneSignal and Notifications. 

I don’t know if you’ve switched from “notifications” to “notifications-v2” yet. I know that changes some backend processes for you. I know OneSignal has recently updated their plugin too. I don’t know how dependent you’re on those two plugins, but you could conduct a test and see if removing one or the other helps out.

Also, there is a thread that shows how to use OneSignal’s REST API instead of the plugin, which may be a long-term more stable approach to using OneSignal.

I have engineering looking at the post to come up with some better ideas.

Rob

Thanks Rob - will look into those two.

Looks like we’re still on legacy notifications as we’re still on Google Cloud Messaging - it says legacy will be supported, but maybe time for us to move that along