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Ensure source bundles generated in the same run don't get overwritten (macOS) #2502
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Hey @limbonaut, thanks for opening this issue. Is this a bug – as in, is the behavior broken? Or are you simply concerned that Sentry CLI is behaving non-optimally, since it appears to be building the same bundle twice? |
Hey @szokeasaurusrex. I believe this is a broken behavior as Running
Resulting debug file in Sentry: ![]() Only x86_64 source bundle is present in Sentry: ![]() ARM64 trace not having source: ![]() If I point EDIT:
|
Okay, thanks! I'll mark the issue as a bug then; in the meantime, I'd suggest you try to workaround the problem by bundling the sources separately for each binary: sentry-cli debug-files bundle-sources bin/godot.macos.template_release.x86_64.dSYM
mv bin/godot.macos.template_release.src.zip bin/godot.macos.template_release.x86_64.src.zip
sentry-cli debug-files bundle-sources bin/godot.macos.template_release.arm64.dSYM
mv bin/godot.macos.template_release.src.zip bin/godot.macos.template_release.arm64.src.zip |
I just noticed that the problem seems to be only present on macOS. On Linux and on Windows, the source bundles get the appropriate bundle names incorporating x86_64 in its naming scheme. |
@limbonaut but the debug format is different on Windows and Linux, correct (no dSYMs, right)? |
@szokeasaurusrex Yes, the debug format is different in these cases. On Windows it's PDBs and on Linux it's |
Hey @limbonaut, I was trying to reproduce this issue using some (non-Godot) dSYMs, but the command failed stating that the files were of an unsupported type, which is quite confusing (perhaps, the Godot docs page's example for this command is inaccurate). Would you be able to provide the files you were attempting to upload? Or some steps I could follow to generate similar Godot dSYMs? I am not super familiar with Godot so any pointers would be helpful. Also, why are you using |
I ended up doing that. I was using I sent you a DM with a link to compiled templates. The commands I used to compile them are:
|
Description
When creating source bundles for Godot Engine builds, the previously created bundle for a different architecture gets overwritten because the file name for the source bundle does not include architecture (unlike the original files).
Let me explain with an example. Let's say we compiled templates for macOS using the Sentry guide. We should have the following files and folders in the
bin
directory as the result:To generate source bundles, we could run the following command:
$ sentry-cli debug-files bundle-sources bin/*.dSYM WARN 2025-05-12 09:21:07.921441 +02:00 Source exceeded maximum item size limit (1161314). /Users/limbonaut/Projects/godot/main/thirdparty/ufbx/ufbx.c /Users/limbonaut/Projects/godot/main/bin/godot.macos.template_release.src.zip WARN 2025-05-12 09:21:09.496129 +02:00 Source exceeded maximum item size limit (1161314). /Users/limbonaut/Projects/godot/main/thirdparty/ufbx/ufbx.c /Users/limbonaut/Projects/godot/main/bin/godot.macos.template_release.src.zip
As you can see by the output, sentry-cli generates source bundles with the same file name twice, effectively overwriting its own work. These are supposed to be separate bundles.
I propose that
sentry-cli
either should keep track of already generated files, so as not to overwrite them, or incorporate the file name in its naming scheme fully, including the architecture tag.Related to:
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