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Crashlytics 6.13 fails installed via UPM #652

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CoderGamester opened this issue Apr 19, 2020 · 6 comments
Closed

Crashlytics 6.13 fails installed via UPM #652

CoderGamester opened this issue Apr 19, 2020 · 6 comments

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@CoderGamester
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CoderGamester commented Apr 19, 2020

Please fill in the following fields:

Unity editor version: 2019.3.5f
Firebase Unity SDK version: 6.13.0
Source you installed the SDK (.unitypackage or Unity Package Manager): Unity Package Manager
Firebase plugins in use (Auth, Database, etc.): Crashlytics
Additional SDKs you are using (Facebook, AdMob, etc.): None
Platform you are using the Unity editor on (Mac, Windows, or Linux): Mac
Platform you are targeting (iOS, Android, and/or desktop): Android & iOS
Scripting Runtime (Mono, and/or IL2CPP):IL2CPP

Please describe the issue here:

The new Firebase Crashlytics fails to work both on iOS and Android when build from banchmode.
This can be checked by installing the quickstart crashlytics sample project with the new UPM package version.
I get this error during build:

Crashlytics could not send build event. Error: HTTP_REDIRECT_ERROR 

Failed to run 'python "/Users/CoderGamester/Desktop/quickstart-unity-master/crashlytics/testapp/Library/PackageCache/[email protected]/Firebase/Editor/network_request.py" post --url "https://api.crashlytics.com/spi/v1/platforms/android/apps/com.bundle.id/built" --header "X-CRASHLYTICS-DEVELOPER-TOKEN:771b48927ee581a1f2ba1bf60629f8eb34a5b63f" --header "X-CRASHLYTICS-API-KEY:b31affb49555c728973bc1404fdb29ee26b22acc" --header "X-CRASHLYTICS-API-CLIENT-ID:firebase.crashlytics.client.unity" --header "X-CRASHLYTICS-API-CLIENT-DISPLAY-VERSION:crashlytics_editor_not_found" --header "X-CRASHLYTICS-API-CLIENT-BUILD-VERSION:crashlytics_editor_not_found" --body "app_name=com.bundle.id&app_identifier=com.bundle.id&base_identifier=com.bundle.id&platform_id=android&unity_version=2019.3.5f1" --timeout 5'
stdout:
[INFO] Parsing headers: ['X-CRASHLYTICS-DEVELOPER-TOKEN:771b48927ee581a1f2ba1bf60629f8eb34a5b63f', 'X-CRASHLYTICS-API-KEY:b31affb49555c728973bc1404fdb29ee26b22acc', 'X-CRASHLYTICS-API-CLIENT-ID:firebase.crashlytics.client.unity', 'X-CRASHLYTICS-API-CLIENT-DISPLAY-VERSION:crashlytics_editor_not_found', 'X-CRASHLYTICS-API-CLIENT-BUILD-VERSION:crashlytics_editor_not_found']
[INFO] Sending network request -
[INFO] 	Url: https://api.crashlytics.com/spi/v1/platforms/android/apps/com.bundle.id/built
[INFO] Received Network response -
[INFO] 	Status code: 302
[ERROR] Request (https://api.crashlytics.com/spi/v1/platforms/android/apps/com.bundle.id/built) failed with status code 302


stderr:

exit code: 5

On android I was able to find that Firebase.Crashlytics.Editor.VersionInfo:GetEditorGvhVersio is hardcoded to search for configs in Assets/Firebase/Editor because of the following error during build time

AssetDatabase.FindAssets: Folder not found: 'Assets/Firebase/Editor'
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
UnityEditor.<FindInFolders>d__27`1:MoveNext() (at /Users/builduser/buildslave/unity/build/Editor/Mono/AssetDatabase/AssetDatabaseSearching.cs:93)
UnityEditor.<FindAllAssets>d__25:MoveNext() (at /Users/builduser/buildslave/unity/build/Editor/Mono/AssetDatabase/AssetDatabaseSearching.cs:37)
System.Linq.SelectEnumerableIterator`2:ToArray()
System.Linq.Enumerable:ToArray(IEnumerable`1)
UnityEditor.AssetDatabase:FindAssets(SearchFilter) (at /Users/builduser/buildslave/unity/build/Editor/Mono/AssetDatabase/AssetDatabaseSearching.cs:31)
UnityEditor.AssetDatabase:FindAssets(String, String[]) (at /Users/builduser/buildslave/unity/build/Editor/Mono/AssetDatabase/AssetDatabaseSearching.cs:26)
Firebase.Crashlytics.Editor.VersionInfo:GetEditorGvhVersion() (at Z:\tmp\tmp.L9NW4gXiEw\firebase\crashlytics\client\unity\editor\src\VersionInfo.cs:42)
Firebase.Crashlytics.Editor.BuildEventPostBuild:SendBuildEventAsync(BuildEvent) (at Z:\tmp\tmp.L9NW4gXiEw\firebase\crashlytics\client\unity\editor\src\BuildEventPostBuild.cs:83)
Firebase.Crashlytics.Editor.BuildEventPostBuild:OnPostprocessBuild(BuildTarget, String) (at Z:\tmp\tmp.L9NW4gXiEw\firebase\crashlytics\client\unity\editor\src\BuildEventPostBuild.cs:66)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
UnityEditor.Build.AttributeCallbackWrapper:OnPostprocessBuild(BuildReport) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildPipelineInterfaces.cs:177)
UnityEditor.Build.<>c__DisplayClass17_0:<OnBuildPostProcess>b__1(IPostprocessBuildWithReport) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildPipelineInterfaces.cs:433)
UnityEditor.Build.BuildPipelineInterfaces:InvokeCallbackInterfacesPair(List`1, Action`1, List`1, Action`1, Boolean) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildPipelineInterfaces.cs:391)
UnityEditor.Build.BuildPipelineInterfaces:OnBuildPostProcess(BuildReport) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildPipelineInterfaces.cs:431)
UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions, Boolean)
UnityEditor.BuildPipeline:BuildPlayerInternal(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline.bindings.cs:376)
UnityEditor.BuildPipeline:BuildPlayer(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline.bindings.cs:275)
UnityEditor.BuildPipeline:BuildPlayer(BuildPlayerOptions) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline.bindings.cs:258)
Game.Scripts.Editor.Builder:JenkinsBuild() (at Assets/Editor/Builder.cs:147)

On iOS I was able to fix it by following the this resolution and add the link.xml file to the project

<linker>

    <assembly fullname="Firebase.Crashlytics" ignoreIfMissing="1">
        <namespace fullname="Firebase.Crashlytics" preserve="all"/>
    </assembly>

    <assembly fullname="Firebase.App" ignoreIfMissing="1">
        <namespace fullname="Firebase.App" preserve="all"/>
    </assembly>

</linker>

Please answer the following, if applicable:

Have you been able to reproduce this issue with just the Firebase Unity quickstarts (this GitHub project)? Yes

What's the issue repro rate? (eg 100%, 1/5 etc) 100%

@CoderGamester CoderGamester added the new New issue. label Apr 19, 2020
@chkuang-g
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Hi @CoderGamester

I think this is the same issue with #623

Please use .unitypackage version of Firebase SDK if you are using Crashlytics at the moment.

@chkuang-g
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Duplicate of #623

@chkuang-g chkuang-g marked this as a duplicate of #623 Apr 21, 2020
@DellaBitta DellaBitta added duplicate needs-info Need information for the developer and removed new New issue. labels Apr 22, 2020
@google-oss-bot
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Hey @CoderGamester. We need more information to resolve this issue but there hasn't been an update in 5 weekdays. I'm marking the issue as stale and if there are no new updates in the next 5 days I will close it automatically.

If you have more information that will help us get to the bottom of this, just add a comment!

@google-oss-bot google-oss-bot added the stale Don't have recent activity label Apr 28, 2020
@CoderGamester
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not fixed yet

@google-oss-bot google-oss-bot added needs-attention Need Googler's attention and removed needs-info Need information for the developer stale Don't have recent activity labels May 1, 2020
@mrichards
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Firebase engineer here. The Folder not found error will be fixed in the next Firebase Unity release. We could not reproduce #623 so we're not certain if the same fix resolves that issue.

@chkuang-g chkuang-g added type: bug and removed duplicate needs-attention Need Googler's attention labels May 20, 2020
@chkuang-g
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Should be fixed in 6.15.2.

@firebase firebase locked and limited conversation to collaborators Oct 4, 2020
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