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Intermittent "os error 32" ("file being used by another process") #542
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@GardensSiobhan Assuming that the TeamCity build agent is a Windows machine please try changing |
Can we make that work so that the level is taken from the Sentry settings in the Editor? |
That's a good suggestion. I think adding a corresponding setting shouldn't be too hard. |
@GardensSiobhan did you ever solve this? Seeing exactly the same issue on our end. Although I've had it happen 3 times out of 3, v0.17.1 on UE 5.3.2. Will try with v0.18 on monday and report back with more detailed logs. |
@mxbi In |
@tustanivsky Thanks, I enabled this, here is the relevant part of the log with potential PII stripped:
It wasn't obvious to me what the error was from the logs, so I also ran procmon to trace the file accesses of the CLI while this was running. At 10:53:48.81, Sentry tried to open the I'm not an expert but this is the only system call that received that result and I was able to reproduce this twice, so I suspect this is somehow the culprit. Looking at all the syscalls on this file: Looks like link.exe still holds the file open for writing at the point when Sentry tries to access it. Not sure why this is the case but hopefully this is helpful! |
Actually, I think I know what it is:
For some reason, Sentry is run in parallel with the actual build process as one of the actions. It should be run at the very end once compilation is complete. |
@mxbi Thank you for sharing these details! It's odd that the Sentry post-build script somehow starts symbol upload before the actual build is finished which I have never seen happen previously within our test environment. Is there a chance that there are any other plugins included in your project that are up to some post-build processing? |
@tustanivsky There aren't any other such plugins, it looks like Sentry is the only post-build script that gets executed. However, this issue doesn't occur when building in the editor, just when building in CI. We use a script based on https://github.com/botman99/ue4-unreal-automation-tool/blob/main/PackageGame.bat which uses the Unreal Automation Tool for builds - so this might be the place to start looking. Have you tried building your test environment this way? |
I'll give it another round of testing with the script you've referenced, thank you. |
Hey @tustanivsky did you get anywhere with this? We've had to stop using Sentry for the last few weeks but would love to get it re-enabled! |
Hey @mxbi, sorry for the late update on this issue and thank you for your patience. I've managed to reproduce it on my side by using the script you mentioned earlier and confirmed that as long as UAT is packaging the game for multiple configurations (i.e. The workaround which seemed to fix this behavior for me was to add However I've encountered with another problem after applying this change - for some reason source bundles stopped getting uploaded to Sentry due to the I'll continue looking into that and let you know if anything else comes up. Also, it would be great if you can try out the suggested fix and confirm it's a viable solution. |
for me this |
@NoCodeBugsFree Have you tried to add |
@tustanivsky --force-foreground gives the same result 08:55:33 INFO 2024-07-20 08:55:33.076082900 +03:00 sentry-cli was invoked with the following command line: "...\Plugins\Sentry\Source\ThirdParty\CLI\sentry-cli-Windows-x86_64.exe" "upload-dif" "--log-level" "info" "...\Binaries\Win64" "...\Plugins\Sentry\Source\ThirdParty\Win64" "--force-foreground" p.s. but I am not on latest release now. |
@NoCodeBugsFree I'm unsure if this behavior has something to do with plugin version as there were no recent changes related to symbol upload. |
Environment
How do you use Sentry? SaaS
Which version of the SDK? 0.16.0
How did you install the package? https://github.com/getsentry/sentry-unreal/releases/download/0.16.0/sentry-unreal-0.16.0-engine5.3-github.zip
Which version of Unreal? 5.3.2
Is this happening in Unreal (editor) or on a player like Android, iOS, Windows? During automatic symbol upload as part of a UAT build.
Steps to Reproduce
Expected Result
Symbols should be successfully uploaded with no errors.
Actual Result
About 50% to 75% of the time, symbols are uploaded without incident. However, on random builds, we get this:
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