chore(runway): cherry-pick fix: remove RiveRenderer.defaultRenderer Canvas override on Android to prevent Earn onboarding crash#31586
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…anvas override on Android to prevent Earn onboarding crash (#31475) <!-- Please submit this PR as a draft initially. Do not mark it as "Ready for review" until this PR meets the canonical Definition of Ready For Review in `docs/readme/ready-for-review.md`. In short: the template must be materially complete (not just section titles present), all status checks must be currently passing, and the only expected follow-up commits must be reviewer-driven. --> <!-- mms-check directive vocabulary — read by .github/scripts/shared/pr-template-checks.ts at module load to build the validation plan. Directives are invisible in rendered markdown and must NOT be removed or edited without updating the validator registry. type=text Section must contain non-placeholder prose. type=changelog Section must have a valid CHANGELOG entry: line. type=issue-link Section must have a Fixes:/Closes:/Refs: line with a value. type=manual-testing Section must have real testing steps or an explicit N/A. type=screenshot Section must have evidence (image/URL) or an explicit N/A. type=checklist Section must have all checkboxes consciously checked. required=true|false Whether a missing/invalid section blocks the PR check. Sections without a directive are checked for structural presence only. --> ## **Description** <!-- mms-check: type=text required=true --> Removed the global `RiveRenderer.defaultRenderer(..., RiveRendererAndroid.Canvas)` call in `FoxLoader` during app init. Although this lived in the splash-screen loader, `defaultRenderer` is a process-wide setting that forced every Rive view in the app onto Android's Canvas renderer `Surface.lockCanvas path`. This caused the Money/Earn onboarding stepper to hard-crash `SIGABRT`/`SIGSEGV` on Android when the Rive view tore down during tab navigation, the worker thread called `lockCanvas` on an already-released Surface, leaving a pending JNI exception that ART aborted on. Tombstone confirmed on Pixel 6a / Android 16. Reverting to the default Rive GPU renderer removes the `lockCanvas` code path entirely. iOS is unaffected (already uses the GPU renderer). <!-- Write a short description of the changes included in this pull request, also include relevant motivation and context. Have in mind the following questions: 1. What is the reason for the change? 2. What is the improvement/solution? --> ## **Changelog** <!-- mms-check: type=changelog required=true --> <!-- If this PR is not End-User-Facing and should not show up in the CHANGELOG, you can choose to either: 1. Write `CHANGELOG entry: null` 2. Label with `no-changelog` If this PR is End-User-Facing, please write a short User-Facing description in the past tense like: `CHANGELOG entry: Added a new tab for users to see their NFTs` `CHANGELOG entry: Fixed a bug that was causing some NFTs to flicker` (This helps the Release Engineer do their job more quickly and accurately) --> CHANGELOG entry: Fixed an Android crash when entering Earn onboarding caused by the Rive Canvas renderer being forced app-wide. ## **Related issues** <!-- mms-check: type=issue-link required=true --> Fixes: #31166 #31167 ## **Manual testing steps** <!-- mms-check: type=manual-testing required=true --> ```gherkin Feature: Earn onboarding no longer crashes on Android Scenario: User enters Earn onboarding on Android after fresh install Given the app is built in release mode on a Pixel 6a (or equivalent) running Android 16 And the user has completed initial app load (FoxLoader splash animation plays) When the user taps the Money/Earn tab And the Rive onboarding stepper mounts Then the app does not crash And the onboarding animation renders and steps through normally Scenario: Splash animation still plays on Android Given a fresh launch on Android When the FoxLoader splash screen appears Then the fox Rive animation plays to completion without visual regressions ``` ## **Screenshots/Recordings** <!-- mms-check: type=screenshot required=true --> https://github.com/user-attachments/assets/32c75ebd-8a93-4afb-ae8b-250fe4540b4f ### **Before** ### Crash on open https://github.com/user-attachments/assets/75339490-e41f-4c42-9853-c6bce7baaffc ### Crash on close https://github.com/user-attachments/assets/8fe061e9-6e5d-4c21-8d46-06082783de90 ### **After** https://github.com/user-attachments/assets/32c75ebd-8a93-4afb-ae8b-250fe4540b4f ## **Pre-merge author checklist** <!-- mms-check: type=checklist required=true --> <!-- Every checklist item must be consciously assessed before marking this PR as "Ready for review". A checked box means you deliberately considered that responsibility, not that you literally performed every action listed. Unchecked boxes are ambiguous: they are not an implicit "N/A" and they are not a silent "skip". See `docs/readme/ready-for-review.md` for the full checklist semantics. --> - [x] I've followed [MetaMask Contributor Docs](https://github.com/MetaMask/contributor-docs) and [MetaMask Mobile Coding Standards](https://github.com/MetaMask/metamask-mobile/blob/main/.github/guidelines/CODING_GUIDELINES.md). - [x] I've completed the PR template to the best of my ability - [x] I've included tests if applicable - [x] I've documented my code using [JSDoc](https://jsdoc.app/) format if applicable - [x] I've applied the right labels on the PR (see [labeling guidelines](https://github.com/MetaMask/metamask-mobile/blob/main/.github/guidelines/LABELING_GUIDELINES.md)). Not required for external contributors. #### Performance checks (if applicable) - [x] I've tested on Android - Ideally on a mid-range device; emulator is acceptable - [x] I've tested with a power user scenario - Use these [power-user SRPs](https://consensyssoftware.atlassian.net/wiki/spaces/TL1/pages/edit-v2/401401446401?draftShareId=9d77e1e1-4bdc-4be1-9ebb-ccd916988d93) to import wallets with many accounts and tokens - [x] I've instrumented key operations with Sentry traces for production performance metrics - See [`trace()`](/app/util/trace.ts) for usage and [`addToken`](/app/components/Views/AddAsset/components/AddCustomToken/AddCustomToken.tsx#L274) for an example For performance guidelines and tooling, see the [Performance Guide](https://consensyssoftware.atlassian.net/wiki/spaces/TL1/pages/400085549067/Performance+Guide+for+Engineers). ## **Pre-merge reviewer checklist** <!-- Reviewer checklist items follow the same semantics as the author checklist: an unchecked box is ambiguous, a checked box means the reviewer consciously assessed that responsibility. See `docs/readme/ready-for-review.md`. --> - [x] I've manually tested the PR (e.g. pull and build branch, run the app, test code being changed). - [x] I confirm that this PR addresses all acceptance criteria described in the ticket it closes and includes the necessary testing evidence such as recordings and or screenshots. <!-- CURSOR_SUMMARY --> --- > [!NOTE] > **Medium Risk** > Small splash-only change with process-wide rendering impact on Android; fixes a production crash but may reintroduce any original Canvas-renderer motivation (e.g. splash geometry). > > **Overview** > Removes the **Android-only** `RiveRenderer.defaultRenderer(..., RiveRendererAndroid.Canvas)` setup from `FoxLoader` so Rive is no longer forced app-wide onto the Canvas renderer during splash init. > > That global override affected every Rive view (not just the fox splash), which led to **SIGABRT/SIGSEGV** when Earn/Money onboarding Rive UI tore down during tab navigation (`lockCanvas` on a released Surface). **iOS is unchanged**; Android again uses Rive’s default GPU renderer. > > <sup>Reviewed by [Cursor Bugbot](https://cursor.com/bugbot) for commit a212356. Bugbot is set up for automated code reviews on this repo. Configure [here](https://www.cursor.com/dashboard/bugbot).</sup> <!-- /CURSOR_SUMMARY -->
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sleepytanya
approved these changes
Jun 11, 2026
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Description
Removed the global
RiveRenderer.defaultRenderer(..., RiveRendererAndroid.Canvas)call inFoxLoaderduring app init.Although this lived in the splash-screen loader,
defaultRendereris aprocess-wide setting that forced every Rive view in the app onto
Android's Canvas renderer
Surface.lockCanvas path. This caused theMoney/Earn onboarding stepper to hard-crash
SIGABRT/SIGSEGVonAndroid when the Rive view tore down during tab navigation, the worker
thread called
lockCanvason an already-released Surface, leaving apending JNI exception that ART aborted on. Tombstone confirmed on Pixel
6a / Android 16. Reverting to the default Rive GPU renderer removes the
lockCanvascode path entirely.iOS is unaffected (already uses the GPU renderer).
Changelog
CHANGELOG entry: Fixed an Android crash when entering Earn onboarding
caused by the Rive Canvas renderer being forced app-wide.
Related issues
Fixes: #31166
#31167
Manual testing steps
Screenshots/Recordings
Screen.Recording.2026-06-10.at.9.14.14.AM.mov
Before
Crash on open
603585807-7134de62-dd23-40dd-862a-b2234e10cb0a.mov
Crash on close
603582891-910de198-bdec-4acf-8f50-50529c7b9dd0.1.mov
After
Screen.Recording.2026-06-10.at.9.14.14.AM.mov
Pre-merge author checklist
Docs and MetaMask Mobile
Coding
Standards.
if applicable
guidelines).
Not required for external contributors.
Performance checks (if applicable)
SRPs
to import wallets with many accounts and tokens
performance metrics
trace()for usage andaddTokenfor an example
For performance guidelines and tooling, see the Performance
Guide.
Pre-merge reviewer checklist
app, test code being changed).
in the ticket it closes and includes the necessary testing evidence such
as recordings and or screenshots.
Note
Medium Risk
Small splash-only change with process-wide rendering impact on
Android; fixes a production crash but may reintroduce any original
Canvas-renderer motivation (e.g. splash geometry).
Overview
Removes the Android-only
RiveRenderer.defaultRenderer(..., RiveRendererAndroid.Canvas)setup fromFoxLoaderso Rive is no longerforced app-wide onto the Canvas renderer during splash init.
That global override affected every Rive view (not just the fox
splash), which led to SIGABRT/SIGSEGV when Earn/Money onboarding
Rive UI tore down during tab navigation (
lockCanvason a releasedSurface). iOS is unchanged; Android again uses Rive’s default GPU
renderer.
Reviewed by Cursor Bugbot for commit
a212356. Bugbot is set up for automated
code reviews on this repo. Configure
here.