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CHANGELOG.md

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## Version 3.2.0-release candidate
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This release adds the ability to capture native iOS crashes from Unity games deployed to iOS. The Backtrace Configuration now exposes a setting for games being prepared for iOS to choose `Capture native crashes`. When enabled, the backtrace-unity client will capture and submit native iOS crashes to the configured Backtrace instance. To generate human readable callstacks, game programmers will need to generate and upload appropriate debug symbols.
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- Renamed attribute uname.sysname and added default uname.sysname detection for new Unity platforms.
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## Version 3.1.2
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- `BacktraceData` allows to edit list of environment variables collected by `BacktraceAnnotations`
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- `SourceCode` object description for PII purpose

README.md

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- `BacktraceDatabase` `Count` method will return number of all records stored in database (included deduplicated records),
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- `BacktarceDatabase` `Delete` method will remove record (with multiple deduplicated records) at the same time.
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<<<<<<< HEAD
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=======
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# Android Specific information
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The backtrace-unity library includes support for capturing additional Android Native information, from underlying Android OS (Memory and process related), JNI, and NDK layers.
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## Native process and memory related information
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system.memory usage related information including memfree, swapfree, and vmalloc.used is now available. Additional VM details and voluntary / nonvountary ctxt switches are included.
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## ANR
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When configuring the backtrace-unity client for an Android deployment, programmers will have a toggle available in backtrace-unity GUI in the Unity Editor to enable or disable ANR reports. This will use the default of 5 seconds.
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## Symbols upload
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Unity allows developer to generate symbols archive called `symbols.zip` in the il2cpp build pipeline in the root directory of your game. In this archive you can find generated symbols for your game libraries. When your game crashes due to a native exception, your stack trace will contain only memory addresses instead of function name. Symbols from `symbols.zip` archive allows Backtrace to match function address to function name in your source code.
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To generate `symbols.zip` archive make sure:
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* you selected il2cpp build,
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* you checked `Create symbols.zip` in the Build settings window
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![Create symbols.zip](./Documentation~/images/symbols.png)
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To upload symbols to Backtrace, you need to rename symbols generated by Unity end simply with a `.so` extension. By default, symbol files within the .zip will end with extension `.sym.so`. or `.dbg.so` Backtrace will only match symbols to files based on the ending with `.so` extension. Please ensure all files have a single `.so` extention before uploading the zip. To upload symbols please go to your project settings, to the `Upload an archive` tab under `Symbols` section.
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Backtrace offers to upload symbols automatically from Unity Editor to your Backtrace instance. Backtrace symbols upload pipeline will be triggered after successfull build of il2cpp Android game and when Symbols upload token is available in Backtrace Client options. After successfull build, upload pipeline will confirm symbols upload.
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>>>>>>> feature/uname-update
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# Architecture description
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## BacktraceReport <a name="architecture-BacktraceReport"></a>

Runtime/Common/SystemHelper.cs

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/// </summary>
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/// <param name="architecture">System architecture</param>
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/// <returns>System name</returns>
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internal static string Name(string architecture)
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internal static string Name()
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{
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#pragma warning disable CS0618 // Type or member is obsolete
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switch (Application.platform)
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case RuntimePlatform.OSXPlayer:
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return "Mac OS";
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case RuntimePlatform.PS3:
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return "PS3";
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return "ps3";
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case RuntimePlatform.PS4:
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return "PS4";
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return "ps4";
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case RuntimePlatform.TizenPlayer:
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case RuntimePlatform.SamsungTVPlayer:
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return "Samsung TV";
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case RuntimePlatform.WiiU:
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return "WiiU";
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case RuntimePlatform.Switch:
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return "Switch";
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return "switch";
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case RuntimePlatform.WindowsEditor:
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case RuntimePlatform.WindowsPlayer:
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case RuntimePlatform.WSAPlayerARM:
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case RuntimePlatform.XboxOne:
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return "Xbox";
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default:
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return "NaCl";
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return Application.platform.ToString();
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}
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}
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Runtime/Model/JsonData/BacktraceAttributes.cs

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Attributes["uname.machine"] = cpuArchitecture;
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}
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//Operating system name = such as "windows"
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Attributes["uname.sysname"] = SystemHelper.Name(cpuArchitecture);
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Attributes["uname.sysname"] = SystemHelper.Name();
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//The version of the operating system
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Attributes["uname.version"] = Environment.OSVersion.Version.ToString();

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