Exemple #1
0
        /// <summary>
        /// Collect additional report information from client and convert report to backtrace data
        /// </summary>
        /// <param name="report">Backtrace report</param>
        /// <returns>Backtrace data</returns>
        private BacktraceData SetupBacktraceData(BacktraceReport report)
        {
            // apply _mod fingerprint attribute when client should use
            // normalized exception message instead environment stack trace
            // for exceptions without stack trace.
            if (Configuration.UseNormalizedExceptionMessage)
            {
                report.SetReportFingerPrintForEmptyStackTrace();
            }

            // add environment information to backtrace report
            var sourceCode = _backtraceLogManager.Disabled
                ? new BacktraceUnityMessage(report).ToString()
                : _backtraceLogManager.ToSourceCode();

            report.AssignSourceCodeToReport(sourceCode);

            // pass copy of dictionary to prevent overriding client attributes
            var result = report.ToBacktraceData(null, GameObjectDepth);

            // add native attributes to client report
            if (_nativeClient != null)
            {
                _nativeClient.GetAttributes(result.Attributes.Attributes);
            }

            // apply client attributes
            foreach (var attribute in _clientAttributes)
            {
                result.Attributes.Attributes[attribute.Key] = attribute.Value;
            }

            return(result);
        }
Exemple #2
0
        /// <summary>
        /// Collect additional report information from client and convert report to backtrace data
        /// </summary>
        /// <param name="report">Backtrace report</param>
        /// <returns>Backtrace data</returns>
        private BacktraceData SetupBacktraceData(BacktraceReport report)
        {
            // apply _mod fingerprint attribute when client should use
            // normalized exception message instead environment stack trace
            // for exceptions without stack trace.
            if (Configuration.UseNormalizedExceptionMessage)
            {
                report.SetReportFingerPrintForEmptyStackTrace();
            }

            // add environment information to backtrace report
            var sourceCode = _backtraceLogManager.Disabled
                ? new BacktraceUnityMessage(report).ToString()
                : _backtraceLogManager.ToSourceCode();

            report.AssignSourceCodeToReport(sourceCode);

            var reportAttributes = _nativeClient == null
                ? _clientAttributes
                : _nativeClient.GetAttributes().Merge(_clientAttributes);

            // pass copy of dictionary to prevent overriding client attributes
            return(report.ToBacktraceData(new Dictionary <string, string>(reportAttributes), GameObjectDepth));
        }