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          fix: SentryOptions.Native.SuppressSignalAborts and SuppressExcBadAccess on iOS
          #4521
        
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When would this be a problem? If the SDK is disabled, Sentry shouldn't be capturing any events at all right (either in the .NET or the Cocoa SDK)?
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It's a problem on startup when the previous run crashed with a duplicate
SIGABRTorEXC_BAD_ACCESSthat needs to be suppressed. Even if the .NET SDK is not (yet) in a fully initialized state,ProcessOnBeforeSendneeds to returnnullfor the suppression mechanism to work:There was a problem hiding this comment.
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I see... subtle. So the Cocoa SDK is already sending events before the .NET SDK has even been initialised!
I wonder what that's all about. @vaind do you recall (git blames you for that line 😜)
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I don't recall specifically but what this is trying to get along, IMO, is that the
InitSentryCocoaSdk()(in case of iOS) must be called beforenew Hub(options);because the former changesoptionswhich the latter uses.There was a problem hiding this comment.
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Hm, thanks @vaind. The only managed options that get set by the Cocoa SDK are these:
sentry-dotnet/src/Sentry/Platforms/Cocoa/SentrySdk.cs
Lines 15 to 17 in cc613c9
sentry-dotnet/src/Sentry/Platforms/Cocoa/SentrySdk.cs
Lines 154 to 158 in cc613c9
I guess we'd want to detect the release and distribution before we initialise the .NET SDK Hub... and possibly wire up the
CrashedLastRunhandler (although I'm not sure why we delegate to the Cocoa SDK for this - Matt implemented that in #1849).Ultimately the BeforeX handlers for whatever SDK we initialise 2nd may not be executed for the first few events that get sent... unless we add some concurrency mechanism to delay sending events until both SDKs are initialised. Maybe in the future we could consider that, if this ever becomes a problem.
As an aside, we're overwriting
CrashedLastRun,EnableScopeSyncandScopeObserverhere, so any user configured values for these will get overwritten. If that's genuinely what we want, those options should probably be internal (not public). I'll create a separate issue for that.There was a problem hiding this comment.
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these being public may be related to Unity