firebase-android-sdk: FATAL EXCEPTION: Firebase-Messaging-Intent-Handle - NoClassDefFoundError: aewt - appearing in Play Store pre-launch reports

  • Android Studio version: 4.1
  • Firebase Component: Messaging
  • Component version: 20.3.0

[REQUIRED] Step 3: Describe the problem

The Play Store automated pre-launch reports are highlighting the following issue:

java.lang.NoClassDefFoundError: aewt FATAL EXCEPTION: Firebase-Messaging-Intent-Handle Process: com.google.android.youtube, PID: 20760 java.lang.NoClassDefFoundError: aewt

Other users have also reported this here

Steps to reproduce:

Unsure how to reproduce - the Play store pre-launch report is highlighting the crash affecting the following devices in our cases when the Play stored automated testing takes place for a new release. Presumably this is happening on applicaton launch.

Nothing related to Firebase has changed in this release. The crash was not flagged in earlier pre-launch reports for the previous release.

Nokia 1 - Android 8.1 (SDK 27) Huawei P8 - Android 5.0 (SDK 21)

Relevant Code:

Unclear which code is triggering it but it may just be on launching the App and initialising Firebase.

Please also see related issue raised in the Firebase Unity project here and here

Relevant section of build.gradle showing Firebase component versions:

implementation 'com.google.firebase:firebase-crashlytics:17.2.2'
implementation 'com.google.firebase:firebase-crashlytics-ndk:17.2.2'
implementation 'com.google.firebase:firebase-perf:19.0.9'
implementation 'com.google.firebase:firebase-core:17.5.1'
implementation 'com.google.firebase:firebase-messaging:20.3.0'

About this issue

  • Original URL
  • State: closed
  • Created 4 years ago
  • Reactions: 22
  • Comments: 65 (2 by maintainers)

Most upvoted comments

Hi Zjamshidi,

For your information, I have made a further debugging step:

  1. create a barebone app which only display a few lines of text and NO OTHER FUNCTIONS, then submit to Google Play Console.
  2. and then the Google Play Console displays “FATAL EXCEPTION: Firebase-Messaging-Intent-Handle Process: com.google.android.youtube” too for Huawei H8 and Nokia 1 too.

Hence, it is quite clear that the problem is NOT code-related, and I belive this is a false alarm on the pre-launch report.

Also started seeing this error on Nov 6th on my google pre launch report.

I have just submitted an enquiry on this FORMALLY to Play Console Support. Let’s see what will be their reply.

Is it possible that this is an issue affecting the pre-launch reports only and may not occur for production users once the App is released via the Play Store?

My app is also getting this error, and I am not using ads nor analytics nor firebase actually, but I do use google play services for location. I tend to think this is some problem on Google testing side, and the real problem is that Googles algorithms do not think likewise, so our apps will be penalized in the marketplace.

I excluded Huawei P8 from the list of devices my app targets, then uploaded a new release. The exception on the Huawei P8 is still reported.

I have a game in review that has this same issue. The crash itself only “occurs” on the Huawei P8 device for me, resulting in a stability error, although the video on the report shows the game running with no visible issue. I am using no ads or any services at all - it’s a simple Love2D game. Since it’s my first attempt at publishing an app to the Play Store, I’m left lingering in review purgatory with no indication as to what is happening. I contacted Google Play support a few days ago to seek clarification as to whether what seems like a false alarm will prevent my app from being published, but as yet no response.

Yes I agree with @FireRiver above - it seems to be a false alarm. We are not seeing this same issue occur for real users in Crashlytics after releasing the version for which this error was flagged in a Pre-launch report

My app went live with this error in pre-launch tests. So it must be something from google side. I’ll if I catch this in production. Maybe I would have a better stack trace and find a better solution.

@julianD77 I am not sure that it is somehow connected to unity, because I use LibGDX for my projects and still have the same issue, and I hope that this is related only to pre-launch reports and will not affect real users