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Merge pull request #770 from bugsnag/fixBundleOmision
Release v6.3.6
2 parents e5ae79e + f74c2cc commit f54cc23

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.buildkite/pipeline.yml

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@@ -10,7 +10,7 @@ steps:
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timeout_in_minutes: 30
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key: 'build-artifacts'
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env:
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UNITY_VERSION: "2020.3.48f1"
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UNITY_VERSION: "2018.4.36f1"
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commands:
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- bundle install
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- bundle exec rake plugin:export
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concurrency_group: browserstack-app
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concurrency_method: eager
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#
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# Build MacOS test fixture
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#
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- label: Build Unity 2020 MacOS test fixture
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timeout_in_minutes: 30
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key: 'cocoa-webgl-2020-fixtures'
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depends_on: 'build-artifacts'
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env:
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UNITY_VERSION: "2020.3.48f1"
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plugins:
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artifacts#v1.5.0:
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download:
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- Bugsnag.unitypackage
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commands:
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- scripts/ci-build-macos-packages.sh
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artifact_paths:
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- unity.log
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- features/fixtures/maze_runner/build/MacOS-2020.3.48f1.zip
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retry:
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automatic:
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- exit_status: "*"
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limit: 1
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#
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# Run desktop tests
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#
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- label: Run MacOS e2e tests for Unity 2020
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timeout_in_minutes: 30
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depends_on: 'cocoa-webgl-2020-fixtures'
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agents:
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queue: macos-12-arm-unity
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env:
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UNITY_VERSION: "2020.3.48f1"
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plugins:
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artifacts#v1.5.0:
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download:
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- features/fixtures/maze_runner/build/MacOS-2020.3.48f1.zip
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upload:
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- maze_output/**/*
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- Mazerunner.log
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commands:
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- scripts/ci-run-macos-tests.sh
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#
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# Conditionally trigger full pipeline
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#

CHANGELOG.md

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# Changelog
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## 6.3.5 (2023-07-06)
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## 6.3.6 (2024-02-07)
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- ## Bug Fixes
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- Fix issue where the Bugsnag MacOS bundle plugin was missing from the released package. [770](https://github.com/bugsnag/bugsnag-unity/pull/770)
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## 6.3.5 (2024-01-30)
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- Update bugsnag-cocoa from v6.16.1 to [v6.28.0](https://github.com/bugsnag/bugsnag-cocoa/blob/master/CHANGELOG.md#6280-2023-12-13) (includes compliance with Apple's Required Reasons API – see [online docs](https://docs.bugsnag.com/platforms/ios/appstore-privacy/#declaring-required-reasons-for-api-usage))
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build.cake

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@@ -5,7 +5,7 @@ var target = Argument("target", "Default");
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var solution = File("./BugsnagUnity.sln");
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var configuration = Argument("configuration", "Release");
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var project = File("./src/BugsnagUnity/BugsnagUnity.csproj");
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var version = "6.3.5";
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var version = "6.3.6";
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Task("Restore-NuGet-Packages")
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.Does(() => NuGetRestore(solution));

features/desktop/persistence.feature

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Feature: Unity Persistence
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@skip_webgl
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@skip_webgl @skip_macos #pending PLAT-8632
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Scenario: Receive a persisted session mac and windows
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When I run the game in the "PersistSession" state
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And I wait for 5 seconds
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And I wait for 10 seconds
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And I run the game in the "PersistSessionReport" state
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And I wait to receive 2 sessions
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Then the session is valid for the session reporting API version "1.0" for the "Unity Bugsnag Notifier" notifier
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#metadata
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And the event "metaData.Persist Section.Persist Key" equals "Persist Value"
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@skip_macos # flaky on CI, working locally on the backport branch and working in the current release version on next
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Scenario: Persist Device Id
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When I run the game in the "ClearBugsnagCache" state
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And I wait for 5 seconds

features/desktop/sessions.feature

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Feature: Session Tracking
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@skip_webgl
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Scenario Outline: Automatically receiving a session
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When I run the game in the "<scenario>" state
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And I wait to receive a session
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Then the session is valid for the session reporting API version "1.0" for the "Unity Bugsnag Notifier" notifier
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And the session payload field "app.version" is not null
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And the session payload field "app.releaseStage" equals "production"
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And the session payload field "app.type" equals the platform-dependent string:
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| macos | MacOS |
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| windows | Windows |
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And the session payload field "device.osVersion" is not null
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And the session payload field "device.osName" equals the platform-dependent string:
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| macos | Mac OS |
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| windows | Microsoft Windows NT |
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And the session payload field "device.model" is not null
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And the session payload field "device.manufacturer" equals the platform-dependent string:
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| macos | Apple |
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| windows | PC |
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And the session "id" is not null
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And the session "startedAt" is not null
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And the session "user.id" is not null
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And the session "user.email" is null
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And the session "user.name" is null
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Examples:
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| scenario |
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| AutoSession |
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| AutoSessionInNotifyReleaseStages |
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@webgl_only
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Scenario Outline: Automatically receiving a session
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When I run the game in the "<scenario>" state
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And I wait to receive a session
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Then the session is valid for the session reporting API version "1.0" for the "Unity Bugsnag Notifier" notifier
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And the session payload field "app.version" is not null
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And the session payload field "app.releaseStage" equals "production"
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And the session payload field "app.type" equals "WebGL"
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And the session payload field "device.osVersion" is not null
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And the session payload field "device.osName" equals "Unix"
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And the session payload field "device.model" is not null
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And the session payload field "device.manufacturer" is null
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And the session "id" is not null
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And the session "startedAt" is not null
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And the session "user.id" is not null
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And the session "user.email" is null
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And the session "user.name" is null
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Examples:
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| scenario |
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| AutoSession |
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| AutoSessionInNotifyReleaseStages |
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@macos_only
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Scenario: Automatically receiving a session before a native crash
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When I run the game in the "AutoSessionNativeCrash" state
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And I run the game in the "(noop)" state
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And I wait to receive a session
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And I wait to receive an error
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Then the session is valid for the session reporting API version "1.0" for the "Unity Bugsnag Notifier" notifier
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And the error is valid for the error reporting API sent by the native Unity notifier
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And the event "session.events.handled" equals 0
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And the event "session.events.unhandled" equals 1
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And the error payload field "events.0.session.id" is stored as the value "session_id"
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And the session payload field "sessions.0.id" equals the stored value "session_id"
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@skip_webgl
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Scenario Outline: Manually logging a session
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When I run the game in the "<scenario>" state

features/support/env.rb

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skip_this_scenario("Skipping scenario") unless Maze.config.os == 'macos'
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end
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Before('@skip_macos') do |_scenario|
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skip_this_scenario("Skipping scenario") if Maze.config.os == 'macos'
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end
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Before('@windows_only') do |_scenario|
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skip_this_scenario("Skipping scenario") unless Maze.config.os == 'windows'
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end

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