Sentry's minidump endpoint streams every attachment but the dump to an object store, which this
self-hosted Sentry does not run: ReSkate.log and report.json were dropped from every crash
(outcome upload_failed). Each crash now goes to the envelope endpoint as sentry-native sends one:
the event, the minidump, report.json and the log, all kept.
- The event carries the log's last 100 lines as breadcrumbs (debug lines only among the last 25),
the mods the game ran with (enabled, outdated, excluded), how long it had run, and an anonymous
install ID as its user. Its time is the crash's, however late it is sent.
- crash.site tags where it crashed ("Skate.exe+0x3d9ed9d"), as Sentry names game code by the
nearest export; mods.count how many mods were on.
- An accepted report is kept in sent/ (the newest 10) instead of deleted, so the player still has
their crashes.
- multipart.* is report_envelope.*; the receipt check also reads the envelope endpoint's
{"id": ...}.
Most crashes are caught by the game's own fatal handlers, which write a
dump of thread stacks only; the launcher could only copy it after the
game had exited. A crash on a freed or overwritten object then showed
the faulting registers but not the object or the list it came from.
- game_fatal_dump: the game's MiniDumpWriteDump import points at
ReSkate. Before the game writes its dump, the crash reporter takes its
own of the still-running game for the faulting thread; the game's dump
follows as before. Reports say capture.source "game-fatal-handler".
- The reporter's dumps include the memory the stacks point at
(MiniDumpWithIndirectlyReferencedMemory), a few MB more a report.
- The shared report says who asked for the dump (protocol version 4).
- Tests: a game-handler crash is captured with a heap block only its
stack points at; ReSkate's own capture keeps it too.
The renderer gives each frame 131,072 shader-visible descriptors past a persistent 120,000, in
heaps of 333,333. Dense custom maps (the Los Santos City sublevels, San Andreas) draw more than
that in a frame, and the renderer wrote past the end of the heap: shaders read garbage
descriptors, which faulted or hung the GPU (page faults at nonsense addresses, in draws, texture
fetches and ray tracing alike). ReSkate now patches the device setup at boot so each heap is
D3D12's 1,000,000 and a frame may use 524,288; heaps are 644,288 descriptors. LS-B2, LS-B3 and
San Andreas (210,000 a frame at its peak) now hold.
Also in this change:
- Memory: perf memory owners/heap/gpu/report, a ledger of who commits the game's RAM; the
render-resource pool no longer allocates its 115 MB twice; the EadpErrorsData arena is
capped at 32 MiB (EA's error reporting is blocked anyway).
- Crash reports: tagged with the map, destination, graphics card and driver version (protocol
v3), so Sentry can group GPU hangs by map and card.
- GPU diagnostics (--gpu-diagnostics): a fuller DRED report, the device-removal and video
memory watches, a large-draw watch, a record of which game code made and freed each GPU heap
and resource, checks of every GPU address bound, and a meter of each descriptor heap's use.
- World pools: peak use of entity pages, render instances and spatial blocks in the log.
- dingosdk_mod_mesh_check: checks every MeshSet a mod ships against its geometry; the MeshSet
reader now knows static meshes' layout.
Crash dumps now go to the project's own Sentry server. The launcher's
out-of-process helper is unchanged; only where it posts and what it expects
back are:
- The default endpoint is the Sentry project's minidump URL. Report
attributes travel as Sentry tags, with the release as reskate@<version>.
- An upload counts as accepted when the server answers with an event ID.
- "backtrace" is "crash_report" throughout: the namespace, files, CMake
targets, DINGOSDK_CRASH_REPORT_URL, DINGOSDK_BUILD_CRASH_REPORT_TESTS and
the RESKATE_CRASH_REPORT_URL override.
Performance timings are new, and off unless "Send performance timings" is
ticked in the launcher's settings (RESKATE_TRACING=1). A small tracer
(Engine/Core/Debug/trace.h) posts each finished step to Sentry as a
transaction from a background thread; the launcher and the game it starts
share one trace. Timed: the update check, the Steam download, Thunderstore
installs, the mod merge, starting the game, the launch up to the first
playable level, each level load, joining a session, fetching the identity
lists, and the time spent in each level with its average frame rate and
long frames. Turning crash reports off turns timings off too.