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Add a debouncer #22

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bitsandfoxes opened this issue Nov 21, 2024 · 2 comments · May be fixed by #28
Open

Add a debouncer #22

bitsandfoxes opened this issue Nov 21, 2024 · 2 comments · May be fixed by #28
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enhancement New feature or request

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@bitsandfoxes
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It’s easy for the SDK to end up capturing a ton of errors in a short amount of time. For example, if there's a script error in _process, the SDK can capture every single one. This could quickly burn through a user’s quota without providing much helpful info.

Why this is a problem

  • You can blow through your quota super fast i.e. with errors in _process or _physics_process
  • Sending a bunch of errors in one go could impact performance, especially during gameplay.
  • A bunch of duplicate errors are not going to be terribly useful anyway

How this could help

Adding a debounce feature would make error reporting smarter by:

  • Limiting frequency: Only capturing one error every X seconds, for example. We have a very naive implementation like this in the Unity SDK
  • Skipping duplicates: If the same error happens repeatedly (like in a loop), don’t capture it every time. But how would we detect duplicates?
@limbonaut
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limbonaut commented Nov 21, 2024

how would we detect duplicates?

Maybe keeping a count keyed by (file, lineno)

@limbonaut limbonaut self-assigned this Nov 25, 2024
@limbonaut limbonaut moved this from Todo to In Progress in GDX Nov 25, 2024
@limbonaut limbonaut linked a pull request Nov 25, 2024 that will close this issue
@limbonaut
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Working on a multi-layered solution, described in #28

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enhancement New feature or request
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