Files

837 lines
23 KiB
C++
Raw Permalink Normal View History

// Copyright Epic Games, Inc. All Rights Reserved.
#include "CrashDebugHelperMac.h"
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3805828 by Gil.Gribb UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works. Change 3806784 by Ben.Marsh UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT. Change 3807549 by Graeme.Thornton Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it. Change 3807727 by Graeme.Thornton Unhide the text asset format experimental editor option Change 3807746 by Josh.Engebretson Remove WER from iOS platform Change 3807928 by Robert.Manuszewski When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet Change 3808221 by Steve.Robb GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule() ^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway. Change 3809233 by Graeme.Thornton TBA: Misc changes to text asset commandlet - Rename mode to "loadsave" - Add -outputFormat option which can be assigned "text" or "binary" - When saving binary, use a differentiated filename so that source assets aren't overwritten Change 3809518 by Ben.Marsh Remove the outdated UnrealSync automation script. Change 3809643 by Steve.Robb GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value #jira UE-53037 Change 3809862 by Steve.Robb GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately #jira UE-42593 Change 3811190 by Graeme.Thornton Add support for writing specific log channels to their own files Change 3811197 by Graeme.Thornton Minor updates to output formatting and timing for the text asset commandlet Change 3811257 by Robert.Manuszewski Cluster creation will now be time-sliced Change 3811565 by Steve.Robb Define out non-monolithic module functions. Change 3812561 by Steve.Robb GitHub #3886 : Enable Brace-Initialization for Declaring Variables Incorrect semi-colon search removed after discussion with author. Test added. #jira UE-48242 Change 3812864 by Steve.Robb Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins. See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html #jira UE-53089 Change 3820358 by Ben.Marsh PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist) Change 3822594 by Ben.Marsh UAT: Improvements to log file handling. - Always create log files in the final location, rather than writing to a temp directory and copying in later. - Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX. - Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is. - Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location. Change 3823695 by Ben.Marsh UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk). Now always queries changes up to the last change for which zipped binaries are available. Change 3823845 by Ben.Marsh UBT: Exclude C# projects for unsupported platforms when generating project files. Change 3824180 by Ben.Marsh UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes). #jira Change 3825777 by Steve.Robb Fix to return value of StringToBytes. Change 3825810 by Ben.Marsh UBT: Reduce length of include paths for MSVC toolchain. Change 3825822 by Robert.Manuszewski Optimized PIE lazy pointer fixup. Should be up to 8x faster now. Change 3826734 by Ben.Marsh Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency. Change 3827730 by Steve.Robb Try to avoid decltype(auto) if it's not supported. See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html Change 3827745 by Steve.Robb Initializer list support for TMap. Change 3827770 by Steve.Robb GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType() #jira UE-53813 Change 3829189 by Ben.Marsh UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off. Change 3830444 by Steve.Robb BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library. This should be revisited when Core has its own JSON library. Change 3830718 by Ben.Marsh Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups. The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip. For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it. When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk. #jira UE-53845 Change 3831064 by Ben.Marsh Fix log file contention when spawning UBT recursively. Change 3832654 by Ben.Marsh UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it. Change 3832680 by Ben.Marsh UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade. Change 3832695 by Ben.Marsh UGS: Invert the options in the 'Show Changes' submenu for simplicity. Change 3833528 by Ben.Marsh UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write]. Change 3833543 by Ben.Marsh UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules. Change 3834354 by Robert.Manuszewski Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks. #jira UE-52035 Change 3834400 by Robert.Manuszewski Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup. #jira UE-52035 Change 3834947 by Steve.Robb USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal. Change 3835004 by Ben.Marsh Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL. Change 3835340 by Ben.Marsh Fix errors making installed build from directories with spaces in the name. Change 3835972 by Ben.Marsh UBT: Improved diagnostic message for targets which don't need a version file. Change 3836019 by Ben.Marsh UBT: Fix warnings caused by defining linkage macros for third party libraries. Change 3836269 by Ben.Marsh Fix message box larger than the screen height being created when a large number of modules are incompatible on startup. Change 3836543 by Ben.Marsh Enable SoundMod plugin on Linux, since it's already supported through the editor. Change 3836546 by Ben.Marsh PR #4412: fix type mismatch (Contributed by nakapon) Change 3836805 by Ben.Marsh Fix commandlet to compile marketplace plugins. Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3837036 by Ben.Marsh UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds. Change 3837037 by Ben.Marsh UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro). Change 3837040 by Ben.Marsh UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed. Change 3837247 by Ben.Marsh UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files). Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor. Change 3837262 by Ben.Marsh UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module. Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets. Change 3837343 by Ben.Marsh UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead. Change 3837356 by Ben.Marsh Fix invalid character encodings. Change 3837727 by Graeme.Thornton UnrealPak: KeyGenerator: Only generate prime table when required, not all the time Change 3837823 by Ben.Marsh UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window. Change 3837831 by Graeme.Thornton UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives Change 3837857 by Robert.Manuszewski PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch) Change 3837943 by Robert.Manuszewski PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch) Change 3838451 by Ben.Marsh UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread. #jira UE-53996 Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 3843790 by Graeme.Thornton UnrealPak: Log the size of all encrypted data Change 3844258 by Ben.Marsh Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace. Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure. #jira UE-54157 Change 3845796 by Ben.Marsh Workaround for slow performance of String.EndsWith() on Mono. Change 3845823 by Ben.Marsh Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun. #jira UE-54123 Change 3845901 by Arciel.Rekman Linux: fix crash due to lambda lifetime issues (UE-54040). - The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+). (Edigrating 3819174 to Dev-Core) Change 3846439 by Ben.Marsh Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates. Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main. Change 3816608 by Ben.Marsh UBT: Use DirectoryReference objects for all include paths. Change 3816954 by Ben.Marsh UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere. Change 3816986 by Ben.Marsh UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly. Change 3816991 by Ben.Marsh UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules. Change 3823090 by Ben.Marsh UAT: Improve logging for child UAT instances. - Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder. - Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway. - Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read. - Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output. Change 3826082 by Ben.Marsh UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target. Change 3827025 by Ben.Marsh UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling. Change 3829927 by James.Hopkin Made HTTP interface const correct Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3835826 by Ben.Marsh UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced. Change 3835969 by Ben.Marsh UBT: Fix cases where text is being written directly to the console rather than via logging functions. Change 3837777 by Steve.Robb Format string type checking added to FOutputDevice::Logf. Fixes for those. Change 3838569 by Steve.Robb Algo moved up a folder. [CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
#include "Misc/EngineVersion.h"
#include "Apple/ApplePlatformSymbolication.h"
#include "CrashReporter.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "CrashDebugHelperPrivate.h"
#include "Misc/FileHelper.h"
#include "Misc/CommandLine.h"
#include "Misc/Paths.h"
#include <cxxabi.h>
#if PLATFORM_TCHAR_IS_CHAR16
#define FP_TEXT_PASTE(x) L ## x
#define WTEXT(x) FP_TEXT_PASTE(x)
#else
#define WTEXT TEXT
#endif
FString ExtractRelativePath( const TCHAR* BaseName, TCHAR const* FullName )
{
FString FullPath = FString( FullName ).ToLower();
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3620134) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3550452 by Ben.Marsh UAT: Improve readability of error message when an editor commandlet fails with an error code. Change 3551179 by Ben.Marsh Add methods for reading text files into an array of strings. Change 3551260 by Ben.Marsh Core: Change FFileHelper routines to use enum classes for flags. Change 3555697 by Gil.Gribb Fixed a rare crash when the asset registry scanner found old cooked files with package level compression. #jira UE-47668 Change 3556464 by Ben.Marsh UGS: If working in a virtual stream, use the name of the first non-virtual ancestor for writing version files. Change 3557630 by Ben.Marsh Allow the network version to be set via Build.version if it's not overriden from Version.h. Change 3561357 by Gil.Gribb Fixed crashes related to loading old unversioned files in the editor. #jira UE-47806 Change 3565711 by Graeme.Thornton PR #3839: Make non-encoding specific Base64 functions accessible (Contributed by stfx) Change 3565864 by Robert.Manuszewski Temp fix for a race condition with the async loading thread enabled - caching the linker in case it gets removed (but not deleted) from super class object. Change 3569022 by Ben.Marsh PR #3849: Update gitignore (Contributed by mhutch) Change 3569113 by Ben.Marsh Fix Japanese errors not displaying correctly in the cook output log. #jira UE-47746 Change 3569486 by Ben.Marsh UGS: Always sync the Enterprise folder if the selected .uproject file has the "Enterprise" flag set. Change 3570483 by Graeme.Thornton Minor C# cleanups. Removing some redundant "using" calls which also cause dotnetcore compile errors Change 3570513 by Robert.Manuszewski Fix for a race condition with async loading thread enabled. Change 3570664 by Ben.Marsh UBT: Use P/Invoke to determine number of physical processors on Windows rather than using WMI. Starting up WMIC adds 2.5 seconds to build times, and is not compatible with .NET core. Change 3570708 by Robert.Manuszewski Added ENABLE_GC_OBJECT_CHECKS macro to be able to quickly toggle UObject pointer checks in shipping builds when the garbage collector is running. Change 3571592 by Ben.Marsh UBT: Allow running with -installed without creating [InstalledPlatforms] entries in BaseEngine.ini. If there is no HasInstalledPlatformInfo=true setting, assume that all platforms are still available. Change 3572215 by Graeme.Thornton UBT - Remove some unnecessary using directives - Point SN-DBS code at the new Utils.GetPhysicalProcessorCount call, rather than trying to calculate it itself Change 3572437 by Robert.Manuszewski Game-specific fix for lazy object pointer issues in one of the test levels. The previous fix had to be partially reverted due to side-effects. #jira UE-44996 Change 3572480 by Robert.Manuszewski MaterialInstanceCollections will no longer be added to GC clusters to prevent materials staying around in memory for too long Change 3573547 by Ben.Marsh Add support for displaying log timestamps in local time. Set LogTimes=Local in *Engine.ini, or pass -LocalLogTimes on the command line. Change 3574562 by Robert.Manuszewski PR #3847: Add GC callbacks for script integrations (Contributed by mhutch) Change 3575017 by Ben.Marsh Move some functions related to generating window resolutions out of Core (FParse::Resolution, GenerateConvenientWindowedResolutions). Also remove a few headers from shared PCHs prior to splitting application functionality out of Core. Change 3575689 by Ben.Marsh Add a fixed URL for opening the API documentation, so it works correctly in "internal" and "perforce" builds. Change 3575934 by Steve.Robb Fix for nested preprocessor definitions. Change 3575961 by Steve.Robb Fix for nested zeros. Change 3576297 by Robert.Manuszewski Material resources will now be discarded in PostLoad (Game Thread) instead of in Serialize (potentially Async Loading Thread) so that shader deregistration doesn't assert when done from a different thread than the game thread. #jira FORT-38977 Change 3576366 by Ben.Marsh Add shim functions to allow redirecting FPlatformMisc::ClipboardCopy()/ClipboardPaste() to FPlatformApplicationMisc::ClipboardCopy()/ClipboardPaste() while they are deprecated. Change 3578290 by Graeme.Thornton Changes to Ionic zip library to allow building on dot net core Change 3578291 by Graeme.Thornton Ionic zip library binaries built for .NET Core Change 3578354 by Graeme.Thornton Added FBase64::GetDecodedDataSize() to determine the size of bytes of a decoded base64 string Change 3578674 by Robert.Manuszewski After loading packages flush linker cache on uncooked platforms to free precache memory Change 3579068 by Steve.Robb Fix for CLASS_Intrinsic getting stomped. Fix to EClassFlags so that they are visible in the debugger. Re-added mysteriously-removed comments. Change 3579228 by Steve.Robb BOM removed. Change 3579297 by Ben.Marsh Fix exception if a plugin lists the same module twice. #jira UE-48232 Change 3579898 by Robert.Manuszewski When creating GC clusters and asserting due to objects still being pending load, the object name and cluster name will now be logged with the assert. Change 3579983 by Robert.Manuszewski More fixes for freeing linker cache memory in the editor. Change 3580012 by Graeme.Thornton Remove redundant copy of FileReference.cs Change 3580408 by Ben.Marsh Validate that arguments passed to the checkf macro are valid sprintf types, and fix up a few places which are currently incorrect. Change 3582104 by Graeme.Thornton Added a dynamic compilation path that uses the latest roslyn apis. Currently only used by the .NET Core path. Change 3582131 by Graeme.Thornton #define out some PerformanceCounter calls that don't exist in .NET Core. They're only used by mono-specific calls anyway. Change 3582645 by Ben.Marsh PR #3879: fix bug when creating a new VS2017 C++ project (Contributed by mnannola) #jira UE-48192 Change 3583955 by Robert.Manuszewski Support for EDL cooked packages in the editor Change 3584035 by Graeme.Thornton Split RunExternalExecutable into RunExternaNativelExecutable and RunExternalDotNETExecutable. When running under .NET Core, externally launched DotNET utilities must be launched via the 'dotnet' proxy to work correctly. Change 3584177 by Robert.Manuszewski Removed unused member variable (FArchiveAsync2::bKeepRestOfFilePrecached) Change 3584315 by Ben.Marsh Move Android JNI accessor functions into separate header, to decouple it from the FAndroidApplication class. Change 3584370 by Ben.Marsh Move hooks which allow platforms to load any modules into the FPlatformApplicationMisc classes. Change 3584498 by Ben.Marsh Move functions for getting and setting the hardware window pointer onto the appropriate platform window classes. Change 3585003 by Steve.Robb Fix for TChunkedArray ranged-for iteration. #jira UE-48297 Change 3585235 by Ben.Marsh Remove LogEngine extern from Core; use the platform log channels instead. Change 3585942 by Ben.Marsh Move MessageBoxExt() implementation into application layer for platforms that require it. Change 3587071 by Ben.Marsh Move Linux's UngrabAllInput() function into a callback, so DebugBreak still works without SDL. Change 3587161 by Ben.Marsh Remove headers which will be stripped out of the Core module from Core.h and PlatformIncludes.h. Change 3587579 by Steve.Robb Fix for Children list not being rebuilt after hot reload. Change 3587584 by Graeme.Thornton Logging improvements for pak signature check failures - Added "PakCorrupt" console command which corrupts the master signature table - Added some extra log information about which block failed - Re-hash the master signature table and to make sure that it hasn't changed since startup - Moved the ensure around so that some extra logging messages can make it out before the ensure is hit - Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again Change 3587586 by Graeme.Thornton Changes to make UBT build and run on .NET Core - Added *_DNC csproj files for DotNETUtilities and UnrealBuildTool projects which contain the .NET Core build setups - VCSharpProjectFile can no be asked for the CsProjectInfo for a particular configuration, which is cached for future use - After loading VCSharpProjectFiles, .NET Core based projects will be excluded unless generating VSCode projects Change 3587953 by Steve.Robb Allow arbitrary UENUM initializers for enumerators. Editor-only data UENUM support. Enumerators named MAX are now treated as the UENUM's maximum, and will not cause a MAX+1 value to be generated. #jira UE-46274 Change 3589827 by Graeme.Thornton More fixes for VSCode project generation and for UBT running on .NET Core - Use a different file extension for rules assemblies when build on .NET Core, so they never get used by their counterparts - UEConsoleTraceListener supports stdout/stderror constructor parameter and outputs to the appropriate channel - Added documentation for UEConsoleTraceListener - All platforms .NET project compilation tasks/launch configs now use "dotnet" and not the normal batch files - Restored the default UBT log verbosity to "Log" rather than "VeryVeryVerbose" - Renamed assemblies for .NETCore versions of DotNETUtilities and UnrealBuildTool so they don't conflict with the output of the existing .NET Desktop Framework stuff Change 3589868 by Graeme.Thornton Separate .NET Core projects for UBT and DotNETCommon out into their own directories so that their intermediates don't overlap with the standard .NET builds, causing failures. UBT registers ONLY .NET Core C# projects when generating VSCode solutions, and ONLY standard C# projects in all other cases Change 3589919 by Robert.Manuszewski Fixing crash when cooking textures that have already been cooked for EDL (support for cooked content in the editor) Change 3589940 by Graeme.Thornton Force UBT to think it's running on mono when actually running on .NET Core. Disables a lot of windows specific code paths. Change 3590078 by Graeme.Thornton Fully disable automatic assembly info generation in .NET Core projects Change 3590534 by Robert.Manuszewski Marking UObject as intrinsic clas to fix a crash on UFE startup. Change 3591498 by Gil.Gribb UE4 - Fixed several edge cases in the low level async loading code, especially around cancellation. Also PakFileTest is a console command which can be used to stress test pak file loading. Change 3591605 by Gil.Gribb UE4 - Follow up to fixing several edge cases in the low level async loading code. Change 3592577 by Graeme.Thornton .NET Core C# projects now reference source files explicitly, to stop it accidentally compiling various intermediates Change 3592684 by Steve.Robb Fix for EObjectFlags being passed as the wrong argument to csgCopyBrush. Change 3592710 by Steve.Robb Fix for invalid casts in ListProps command. Some name changes in command output. Change 3592715 by Ben.Marsh Move Windows event log code into cpp file, and expose it to other modules even if it's not enabled by default. Change 3592767 by Gil.Gribb UE4 - Changed the logic so that engine UObjects boot before anything else. The engine classes are known to be cycle-free, so we will get them done before moving onto game modules. Change 3592770 by Gil.Gribb UE4 - Fixed a race condition with async read completion in the prescence of cancels. Change 3593090 by Steve.Robb Better error message when there two clashing type names are found. Change 3593697 by Steve.Robb VisitTupleElements function, which calls a functor for each element in the tuple. Change 3595206 by Ben.Marsh Include additional diagnostics for missing imports when a module load fails. Change 3596140 by Graeme.Thornton Batch file for running MSBuild Change 3596267 by Steve.Robb Thread safety fix to FPaths::GetProjectFilePath(). Change 3596271 by Robert.Manuszewski Added code to verify compression flags in package file summary to avoid cases where corrupt packages are crashing the editor #jira UE-47535 Change 3596283 by Steve.Robb Redundant casts removed from UHT. Change 3596303 by Ben.Marsh EC: Improve parsing of Android Clang errors and warnings, which are formatted as MSVC diagnostics to allow go-to-line clicking in the Output Window. Change 3596337 by Ben.Marsh UBT: Format messages about incorrect headers in a way that makes them clickable from Visual Studio. Change 3596367 by Steve.Robb Iterator checks in ranged-for on TMap, TSet and TSparseArray. Change 3596410 by Gil.Gribb UE4 - Improved some error messages on runtime failures in the EDL. Change 3596532 by Ben.Marsh UnrealVS: Fix setting command line to empty not affecting property sheet. Also remove support for VS2013. #jira UE-48119 Change 3596631 by Steve.Robb Tool which takes a .map file and a .objmap file (from UBT) and creates a report which shows the size of all the symbols contributed by the source code per-folder. Change 3596807 by Ben.Marsh Improve Intellisense when generated headers are missing or out of date (eg. line numbers changed, etc...). These errors seem to be masked by VAX, but are present when using the default Visual Studio Intellisense. * UCLASS macro is defined to empty when __INTELLISENSE__ is defined. Previous macro was preventing any following class declaration being parsed correctly if generated code was out of date, causing squiggles over all class methods/variables. * Insert a semicolon after each expanded GENERATED_BODY macro, so that if it parses incorrectly, the compiler can still continue parsing the next declaration. Change 3596957 by Steve.Robb UBT can be used to write out an .objsrcmap file for use with the MapFileParser. Renaming of ObjMap to ObjSrcMap in MapFileParser. Change 3597213 by Ben.Marsh Remove AutoReporter. We don't support this any more. Change 3597558 by Ben.Marsh UGS: Allow adding custom actions to the context menu for right clicking on a changelist. Actions are specified in the project's UnrealEngine.ini file, with the following syntax: +ContextMenu=(Label="This is the menu item", Execute="foo.exe", Arguments="bar") The standard set of variables for custom tools is expanded in each parameter (eg. $(ProjectDir), $(EditorConfig), etc...), plus the $(Change) variable. Change 3597982 by Ben.Marsh Add an option to allow overriding the local DDC path from the editor (under Editor Preferences > Global > Local Derived Data Cache). #jira UE-47173 Change 3598045 by Ben.Marsh UGS: Add variables for stream and client name, and the ability to escape any variables for URIs using the syntax $(VariableName:URI). Change 3599214 by Ben.Marsh Avoid string duplication when comparing extensions. Change 3600038 by Steve.Robb Fix for maps being modified during iteration in cache compaction. Change 3600136 by Steve.Robb GitHub #3538 : Fixed a bug with the handling of 'TMap' key/value types in the UnrealHeaderTool Change 3600214 by Steve.Robb More accurate error message when unsupported template parameters are provided in a TSet property. Change 3600232 by Ben.Marsh UBT: Force UHT to run again if the .build.cs file for a module has changed. #jira UE-46119 Change 3600246 by Steve.Robb GitHub #3045 : allow multiple interface definition in a file Change 3600645 by Ben.Marsh Convert QAGame to Include-What-You-Use. Change 3600897 by Ben.Marsh Fix invalid path (multiple slashes) in LibCurl.build.cs. Causes exception when scanning for includes. Change 3601558 by Graeme.Thornton Simple first pass VSCode editor integration plugin Change 3601658 by Graeme.Thornton Enable intellisense generation for VS Code project files and setup include paths properly Change 3601762 by Ben.Marsh UBT: Add support for adaptive non-unity builds when working from a Git repository. The ISourceFileWorkingSet interface is now used to query files belonging to the working set, and has separate implementations for Perforce (PerforceSourceFileWorkingSet) and Git (GitSourceFileWorkingSet). The Git implementation is used if a .git directory is found in the directory containing the Engine folder, the directory containing the project file, or the parent directory of the project file, and spawns a "git status" process in the background to determine which files are untracked or staged. Several new settings are supported in BuildConfiguration.xml to allow modifying default behavior: <SourceFileWorkingSet> <Provider>Default</Provider> <!-- May be None, Default, Git or Perforce --> <RepositoryPath></RepositoryPath> <!-- Specifies the path to the repository, relative to the directory containing the Engine folder. If not set, tries to find a .git directory in the locations listed above. --> <GitPath>git</GitPath> <!-- Specifies the path to the Git executable. Defaults to "git", which assumes that it will be on the PATH --> </SourceFileWorkingSet> Change 3604032 by Graeme.Thornton First attempt at automatically detecting the existance and location of visual studio code in the source code accessor module. Only works for windows. Change 3604038 by Graeme.Thornton Added FSourceCodeNavigation::GetSelectedSourceCodeIDE() which returns the name of the selected source code accessor. Replaced all usages of FSourceCodeNavigation::GetSuggestedSourceCodeIDE() with GetSelectedSourceCodeIDE(), where the message is referring to the opening or editing of code. Change 3604106 by Steve.Robb GitHub #3561 : UE-44950: Don't see all caps struct constructor as macro Change 3604192 by Steve.Robb GitHub #3911 : Improving ToUpper/ToLower efficiency Change 3604273 by Graeme.Thornton IWYU build fixes when malloc profiler is enabled Change 3605457 by Ben.Marsh Fix race for intiialization of ThreadID variable on FRunnableThreadWin, and restore a previous check that was working around it. Change 3606720 by James.Hopkin Dave Ratti's fix to character base recursion protection code - was missing a GetOwner call, instead attempting to cast a component to a pawn. Change 3606807 by Graeme.Thornton Disabled optimizations around FShooterStyle::Create(), which was crashing in Win64 shipping game builds due to some known compiler issue. Same variety of fix as BenZ did in CL 3567741. Change 3607026 by James.Hopkin Fixed incorrect ABrush cast - was attempting to cast a UModel to ABrush, which can never succeed Change 3607142 by Graeme.Thornton UBT - Minor refactor of BackgroundProcess shutdown in SourceFileWorkingSet. Check whether the process has already exited before trying to kill it during Dispose. Change 3607146 by Ben.Marsh UGS: Fix exception due to formatting string when Perforce throws an error. Change 3607147 by Steve.Robb Efficiency fix for integer properties, which were causing a property mismatch and thus a tag lookup every time. Float and double conversion support added to int properties. NAME_DoubleProperty added. Fix for converting enum class enumerators > 255 to int properties. Change 3607516 by Ben.Marsh PR #3935: Fix DECLARE_DELEGATE_NineParams, DECLARE_MULTICAST_DELEGATE_NineParams. (Contributed by enginevividgames) Change 3610421 by Ben.Marsh UAT: Move help for RebuildLightMapsCommand into attributes, so they display when running with -help. Change 3610657 by Ben.Marsh UAT: Unify initialization of command environment for build machines and local execution. Always derive parameters which aren't manually set via environment variables. Change 3611000 by Ben.Marsh UAT: Remove the -ForceLocal command line option. Settings are now determined automatically, independently of the -Buildmachine argument. Change 3612471 by Ben.Marsh UBT: Move FastJSON into DotNETUtilities. Change 3613479 by Ben.Marsh UBT: Remove the bIsCodeProject flag from UProjectInfo. This was only really being used to determine which projects to generate an IDE project for, so it is now checked in the project file generator. Change 3613910 by Ben.Marsh UBT: Remove unnecessary code to guess a project from the target name; doesn't work due to init order, actual project is determined later. Change 3614075 by Ben.Marsh UBT: Remove hacks for testing project file attributes by name. Change 3614090 by Ben.Marsh UBT: Remove global lookup of project by name. Projects should be explicitly specified by path when necessary. Change 3614488 by Ben.Marsh UBT: Prevent annoying (but handled) exception when constructing SQLiteModuleSupport objects with -precompile enabled. Change 3614490 by Ben.Marsh UBT: Simplify generation of arguments for building intellisense; determine the platform/configuration to build from the project file generation code, rather than inside the target itself. Change 3614962 by Ben.Marsh UBT: Move the VS2017 strict conformance mode (/permissive-) behind a command line option (-Strict), and disable it by default. Building with this mode is not guaranteed to work correctly without updated Windows headers. Change 3615416 by Ben.Marsh EC: Include an icon showing the overall status of a build in the grid view. Change 3615713 by Ben.Marsh UBT: Delete any files in output directories which match output files in other directories. Allows automatically deleting build products which are moved into another folder. #jira UE-48987 Change 3616652 by Ben.Marsh Plugins: Fix incorrect dialog when binaries for a plugin are missing. Should only prompt to disable if starting a content-only project. #jira UE-49007 Change 3616680 by Ben.Marsh Add the CodeAPI-HTML.tgz file into the installed engine build. Change 3616767 by Ben.Marsh Plugins: Tweak error message if the FModuleManager::IsUpToDate() function returns false for a plugin module; the module may be missing, not just incompatible. Change 3616864 by Ben.Marsh Cap the length of the temporary package name during save, to prevent excessively long filenames going over the limit once a GUID is appended. #jira UE-48711 Change 3619964 by Ben.Marsh UnrealVS: Fix single file compile for foreign projects, where the command line contains $(SolutionDir) and $(ProjectName) variables. Change 3548930 by Ben.Marsh UBT: Remove UEBuildModuleCSDLL; there is no codepath that still supports creating them. Remove the remaining UEBuildModule/UEBuildModuleCPP abstraction. Change 3558056 by Ben.Marsh Deprecate FString::Trim() and FString::TrimTrailing(), and replace them with separate versions to mutate (TrimStartInline(), TrimEndInline()) or return by copy (TrimStart(), TrimEnd()). Also add a functions to trim whitespace from both ends of a string (TrimStartAndEnd(), TrimStartAndEndInline()). Change 3563309 by Graeme.Thornton Moved some common C# classes into the DotNETCommon assembly Change 3570283 by Graeme.Thornton Move some code out of RPCUtility and into DotNETCommon, removing the dependency between the two projects Added UEConsoleTraceListener to replace ConsoleTraceListener, which doesn't exist in DotNetCore Change 3572811 by Ben.Marsh UBT: Add -enableasan / -enabletsan command line options and bEnableAddressSanitizer / bEnableThreadSanitizer settings in BuildConfiguration.xml (and remove environment variables). Change 3573397 by Ben.Marsh UBT: Create a <ExeName>.version file for every target built by UBT, in the same JSON format as Engine/Build/Build.version. This allows monolithic targets to read a version number at runtime, unlike when it's embedded in a modules file, and allows creating versioned client executables that will work with versioned servers when syncing through UGS. Change 3575659 by Ben.Marsh Remove CHM API documentation. Change 3582103 by Graeme.Thornton Simple ResX writer implemetation that the xbox deloyment code can use instead of the one from the windows forms assembly, which isn't supported on .NET Core Removed reference to System.Windows.Form from UBT. Change 3584113 by Ben.Marsh Move key-mapping functionality into the InputCore module. Change 3584278 by Ben.Marsh Move FPlatformMisc::RequestMinimize() into FPlatformApplicationMisc. Change 3584453 by Ben.Marsh Move functionality for querying device display density to FApplicationMisc, due to dependence on application-level functionality on mobile platforms. Change 3585301 by Ben.Marsh Move PlatformPostInit() into an FPlatformApplicationMisc function. Change 3587050 by Ben.Marsh Move IsThisApplicationForeground() into FPlatformApplicationMisc. Change 3587059 by Ben.Marsh Move RequiresVirtualKeyboard() into FPlatformApplicationMisc. Change 3587119 by Ben.Marsh Move GetAbsoluteLogFilename() into FPlatformMisc. Change 3587800 by Steve.Robb Fixes to container visualizers for types whose pointer type isn't simply Type*. Change 3588393 by Ben.Marsh Move platform output devices into their own headers. Change 3588868 by Ben.Marsh Move creation of console, error and warning output devices int PlatformApplicationMisc. Change 3589879 by Graeme.Thornton All automation projects now have a reference to DotNETUtilities Fixed a build error in the WEX automation library Change 3590034 by Ben.Marsh Move functionality related to windowing and input out of the Core module and into an ApplicationCore module, so it is possible to build utilities with Core without adding dependencies on XInput (Windows), SDL (Linux), and OpenGL (Mac). Change 3593754 by Steve.Robb Fix for tuple debugger visualization. Change 3597208 by Ben.Marsh Move CrashReporter out of a public folder; it's not in a form that is usable by subscribers and licensees. Change 3600163 by Ben.Marsh UBT: Simplify how targets are cleaned. Delete all intermediate folders for a platform/configuration, and delete any build products matching the UE4 naming convention for that target, rather than relying on the current build configuration or list of previous build products. This will ensure that build products which are no longer being generated will also be cleaned. #jira UE-46725 Change 3604279 by Graeme.Thornton Move pre/post garbage collection delegates into accessor functions so they can be used by globally constructed objects Change 3606685 by James.Hopkin Removed redundant 'Cast's (casting to either the same type or a base). In SClassViewer, replaced cast with TAssetPtr::operator* call to get the wrapped UClass. Also removed redundant 'IsA's from AnimationRetargetContent::AddRemappedAsset in EditorAnimUtils.cpp. Change 3610950 by Ben.Marsh UAT: Simplify logic for detecting Perforce settings, using environment variables if they are set, otherwise falling back to detecting them. Removes special cases for build machines, and makes it simpler to set up UAT commands on builders outside Epic. Change 3610991 by Ben.Marsh UAT: Use the correct P4 settings to detect settings if only some parameters are specified on the command line. Change 3612342 by Ben.Marsh UBT: Change JsonObject.Read() to take a FileReference parameter. Change 3612362 by Ben.Marsh UBT: Remove some more cases of paths being passed as strings rather than using FileReference objects. Change 3619128 by Ben.Marsh Include builder warnings and errors in the notification emails for automated tests, otherwise it's difficult to track down non-test failures. [CL 3620189 by Ben Marsh in Main branch]
2017-08-31 12:08:38 -04:00
FullPath.ReplaceInline( TEXT( "\\" ), TEXT( "/" ) );
TArray<FString> Components;
int32 Count = FullPath.ParseIntoArray( Components, TEXT( "/" ), true );
FullPath = TEXT( "" );
for( int32 Index = 0; Index < Count; Index++ )
{
if( Components[Index] == BaseName )
{
if( Index > 0 )
{
for( int32 Inner = Index - 1; Inner < Count; Inner++ )
{
FullPath += Components[Inner];
if( Inner < Count - 1 )
{
FullPath += TEXT( "/" );
}
}
}
break;
}
}
return FullPath;
}
static int32 ParseReportVersion(TCHAR const* CrashLog, int32& OutVersion)
{
int32 Found = 0;
TCHAR const* VersionLine = FCStringWide::Strstr(CrashLog, TEXT("Report Version:"));
if (VersionLine)
{
Found = swscanf(TCHAR_TO_WCHAR(VersionLine), WTEXT("%*ls %*ls %d"), &OutVersion);
}
return Found;
}
static int32 ParseVersion(TCHAR const* CrashLog, int32& OutMajor, int32& OutMinor, int32& OutBuild, int32& OutChangeList, FString& OutBranch)
{
int32 Found = 0;
TCHAR const* VersionLine = FCStringWide::Strstr(CrashLog, TEXT("Version:"));
if (VersionLine)
{
wchar_t RawBranch[257] = {0};
Found = swscanf(TCHAR_TO_WCHAR(VersionLine), WTEXT("%*s %d.%d.%d (%*d.%*d.%*d-%d+%256ls)"), &OutMajor, &OutMinor, &OutBuild, &OutChangeList, RawBranch);
if(Found == 5)
{
TCHAR* BranchEnd = FCStringWide::Strchr(WCHAR_TO_TCHAR(RawBranch), TEXT(')'));
if(BranchEnd)
{
*BranchEnd = TEXT('\0');
}
OutBranch = FString(WCHAR_TO_TCHAR(RawBranch));
}
}
return Found;
}
static int32 ParseOS(TCHAR const* CrashLog, uint16& OutMajor, uint16& OutMinor, uint16& OutPatch, uint16& OutBuild)
{
int32 Found = 0;
TCHAR const* VersionLine = FCStringWide::Strstr(CrashLog, TEXT("OS Version:"));
if (VersionLine)
{
Found = swscanf(TCHAR_TO_WCHAR(VersionLine), WTEXT("%*s %*s Mac OS X %hd.%hd.%hd (%hxd)"), &OutMajor, &OutMinor, &OutPatch, &OutBuild);
if ( Found == 2 )
{
OutPatch = 0;
Found += swscanf(TCHAR_TO_WCHAR(VersionLine), WTEXT("%*s %*s Mac OS X %*hd.%*hd (%hxd)"), &OutBuild) + 1;
}
}
return Found;
}
static bool ParseModel(TCHAR const* CrashLog, FString& OutModelDetails, uint32& OutProcessorNum)
{
bool bFound = false;
TCHAR const* Line = FCStringWide::Strstr(CrashLog, TEXT("Model:"));
if (Line)
{
Line += FCStringWide::Strlen(TEXT("Model: "));
TCHAR const* End = FCStringWide::Strchr(Line, TEXT('\r'));
if(!End)
{
End = FCStringWide::Strchr(Line, TEXT('\n'));
}
check(End);
int32 Length = FMath::Min(256, (int32)((uintptr_t)(End - Line)));
OutModelDetails.Append(Line, Length);
OutProcessorNum = 1;
int32 ProcessorPos = OutModelDetails.Find(TEXT(" processors"));
if( ProcessorPos != INDEX_NONE )
{
int32 NumStart = ProcessorPos;
while(NumStart && OutModelDetails[NumStart] != TEXT(','))
{
NumStart--;
}
if(NumStart >= 0 && OutModelDetails[NumStart] == TEXT(','))
{
NumStart += 2;
FString NumProc = OutModelDetails.Mid(NumStart, ProcessorPos-NumStart);
if(NumProc.IsNumeric())
{
TTypeFromString<uint32>::FromString(OutProcessorNum, *NumProc);
}
}
}
bFound = true;
}
return bFound;
}
static int32 ParseGraphics(TCHAR const* CrashLog, FString& OutGPUDetails)
{
bool bFound = false;
TCHAR const* Line = FCStringWide::Strstr(CrashLog, TEXT("Graphics:"));
int32 Output = 0;
while (Line)
{
Line += FCStringWide::Strlen(TEXT("Graphics:"));
TCHAR const* End = FCStringWide::Strchr(Line, TEXT('\r'));
if(!End)
{
End = FCStringWide::Strchr(Line, TEXT('\n'));
}
check(End);
OutGPUDetails.Append(TEXT(", "));
int32 Length = FMath::Min((256 - Output), (int32)((uintptr_t)(End - Line)));
OutGPUDetails.Append(Line, Length);
Line = FCStringWide::Strstr(Line, TEXT("Graphics:"));
bFound = true;
}
return bFound;
}
static int32 ParseArchitecture(TCHAR const* CrashLog, FString& Architecture)
{
bool bFound = false;
TCHAR const* Line = FCStringWide::Strstr(CrashLog, TEXT("Code Type:"));
int32 Output = 0;
while (Line)
{
Line += FCStringWide::Strlen(TEXT("Code Type:"));
TCHAR const* End = FCStringWide::Strchr(Line, TEXT('\r'));
if(!End)
{
End = FCStringWide::Strchr(Line, TEXT('\n'));
}
check(End);
int32 Length = FMath::Min(PATH_MAX, (int32)((uintptr_t)(End - Line)));
Architecture.Append(Line, Length);
Architecture = Architecture.TrimStartAndEnd();
Line = nullptr;
bFound = true;
}
return bFound;
}
static int32 ParseError(TCHAR const* CrashLog, FString& OutErrorDetails)
{
bool bFound = false;
TCHAR const* Line = FCStringWide::Strstr(CrashLog, TEXT("Exception Codes:"));
if (Line)
{
Line += FCStringWide::Strlen(TEXT("Exception Codes:"));
check(Line);
TCHAR const* End = FCStringWide::Strchr(Line, TEXT('\r'));
if(!End)
{
End = FCStringWide::Strchr(Line, TEXT('\n'));
}
check(End);
int32 Length = FMath::Min(PATH_MAX, (int32)((uintptr_t)(End - Line)));
OutErrorDetails.Append(Line, Length);
bFound = true;
}
Line = FCStringWide::Strstr(CrashLog, TEXT("Application Specific Information:"));
if (Line)
{
Line = FCStringWide::Strchr(Line, TEXT('\n'));
check(Line);
Line += 1;
TCHAR const* End = FCStringWide::Strchr(Line, TEXT('\r'));
if(!End)
{
End = FCStringWide::Strchr(Line, TEXT('\n'));
}
check(End);
int32 Length = FMath::Min(PATH_MAX, (int32)((uintptr_t)(End - Line)));
OutErrorDetails += TEXT(" ");
OutErrorDetails.Append(Line, Length);
bFound = true;
}
return bFound;
}
static int32 ParseExceptionCode(TCHAR const* CrashLog, uint32& OutExceptionCode)
{
int32 Found = 0;
TCHAR const* Line = FCStringWide::Strstr(CrashLog, TEXT("Exception Type:"));
if(Line)
{
wchar_t RawBuffer[257] = {0};
Found = swscanf(TCHAR_TO_WCHAR(Line), WTEXT("%*s %*s %*s (%256ls)"), RawBuffer);
if(!Found)
{
Found = swscanf(TCHAR_TO_WCHAR(Line), WTEXT("%*s %*s %256ls"), RawBuffer);
}
if(Found)
{
FString Buffer = FString(WCHAR_TO_TCHAR(RawBuffer));
int End = Buffer.Find(TEXT(")"));
if(End != INDEX_NONE)
{
Buffer = Buffer.LeftChop(End);
}
if(Buffer.Find(TEXT("SIGQUIT")) != INDEX_NONE)
{
OutExceptionCode = SIGQUIT;
}
else if(Buffer.Find(TEXT("SIGILL")) != INDEX_NONE)
{
OutExceptionCode = SIGILL;
}
else if(Buffer.Find(TEXT("SIGEMT")) != INDEX_NONE)
{
OutExceptionCode = SIGEMT;
}
else if(Buffer.Find(TEXT("SIGFPE")) != INDEX_NONE)
{
OutExceptionCode = SIGFPE;
}
else if(Buffer.Find(TEXT("SIGBUS")) != INDEX_NONE)
{
OutExceptionCode = SIGBUS;
}
else if(Buffer.Find(TEXT("SIGSEGV")) != INDEX_NONE)
{
OutExceptionCode = SIGSEGV;
}
else if(Buffer.Find(TEXT("SIGSYS")) != INDEX_NONE)
{
OutExceptionCode = SIGSYS;
}
else if(Buffer.Find(TEXT("SIGABRT")) != INDEX_NONE)
{
OutExceptionCode = SIGABRT;
}
else if(Buffer.Find(TEXT("SIGTRAP")) != INDEX_NONE)
{
OutExceptionCode = SIGTRAP;
}
else if(Buffer.IsNumeric())
{
Found = swscanf(TCHAR_TO_WCHAR(*Buffer), WTEXT("%u"), &OutExceptionCode);
}
else
{
ensure(false);
OutExceptionCode = SIGUSR1;
}
}
}
return Found;
}
static int32 ParseCrashedThread(TCHAR const* CrashLog, uint32& OutThreadNumber)
{
int32 Found = 0;
TCHAR const* Line = FCStringWide::Strstr(CrashLog, TEXT("Crashed Thread:"));
if (Line)
{
Found = swscanf(TCHAR_TO_WCHAR(Line), WTEXT("%*s %*s %u"), &OutThreadNumber);
}
return Found;
}
static int32 ParseProcessID(TCHAR const* CrashLog, uint32& OutPID)
{
int32 Found = 0;
TCHAR const* Line = FCStringWide::Strstr(CrashLog, TEXT("Process:"));
if (Line)
{
Found = swscanf(TCHAR_TO_WCHAR(Line), WTEXT("%*s %*s [%u]"), &OutPID);
}
return Found;
}
static TCHAR const* FindThreadStack(TCHAR const* CrashLog, uint32 const ThreadNumber)
{
int32 Found = 0;
FString Format = FString::Printf(TEXT("Thread %u"), ThreadNumber);
TCHAR const* Line = FCStringWide::Strstr(CrashLog, *Format);
if (Line)
{
Line = FCStringWide::Strchr(Line, TEXT('\n'));
check(Line);
Line += 1;
}
return Line;
}
static TCHAR const* FindCrashedThreadStack(TCHAR const* CrashLog)
{
TCHAR const* Line = nullptr;
uint32 ThreadNumber = 0;
int32 Found = ParseCrashedThread(CrashLog, ThreadNumber);
if(Found)
{
Line = FindThreadStack(CrashLog, ThreadNumber);
}
return Line;
}
static int32 ParseThreadStackLine(TCHAR const* StackLine, FString& OutModuleName, uint64& OutProgramCounter, FString& OutFunctionName, FString& OutFileName, int32& OutLineNumber)
{
wchar_t RawModuleName[257];
wchar_t RawFunctionName[1025];
wchar_t RawFileName[257];
int32 Found = swscanf(TCHAR_TO_WCHAR(StackLine), WTEXT("%*d %256ls 0x%lx"), RawModuleName, &OutProgramCounter);
if(Found == 2)
{
uint64 FunctionAddress = 0;
uint32 FunctionOffset = 0;
if(swscanf(TCHAR_TO_WCHAR(StackLine), WTEXT("%*d %*ls %*lx 0x%lx + %d"), &FunctionAddress, &FunctionOffset) == 0)
{
Found += swscanf(TCHAR_TO_WCHAR(StackLine), WTEXT("%*d %*ls %*lx %1024ls + %*d (%256ls:%d)"), RawFunctionName, RawFileName, &OutLineNumber);
}
}
switch(Found)
{
case 5:
case 4:
{
OutFileName = WCHAR_TO_TCHAR(RawFileName);
}
case 3:
{
int32 Status = -1;
FString FunctionName = FString(WCHAR_TO_TCHAR(RawFunctionName));
ANSICHAR* DemangledName = abi::__cxa_demangle(TCHAR_TO_UTF8(*FunctionName), nullptr, nullptr, &Status);
if(DemangledName && Status == 0)
{
// C++ function
OutFunctionName = FString::Printf(TEXT("%ls "), UTF8_TO_TCHAR(DemangledName));
}
else if (FCStringWide::Strlen(*FunctionName) > 0 && FCStringWide::Strchr(*FunctionName, ']'))
{
// ObjC function
OutFunctionName = FString::Printf(TEXT("%ls "), *FunctionName);
}
else if(FCStringWide::Strlen(*FunctionName) > 0)
{
// C function
OutFunctionName = FString::Printf(TEXT("%ls() "), *FunctionName);
}
}
case 2:
case 1:
{
OutModuleName = WCHAR_TO_TCHAR(RawModuleName);
}
default:
{
break;
}
}
return Found;
}
static int32 SymboliseStackInfo(FPlatformSymbolDatabaseSet& SymbolCache, TArray<FCrashModuleInfo> const& ModuleInfo, FString ModuleName, FString Architecture, uint64 const ProgramCounter, FString& OutFunctionName, FString& OutFileName, int32& OutLineNumber)
{
FProgramCounterSymbolInfo Info;
int32 ValuesSymbolised = 0;
FCrashModuleInfo Module;
for (auto Iterator : ModuleInfo)
{
if(Iterator.Name.EndsWith(ModuleName))
{
Module = Iterator;
break;
}
}
FApplePlatformSymbolDatabase* Db = SymbolCache.Find(Module.Report);
if(!Db)
{
FApplePlatformSymbolDatabase Database;
if(FPlatformSymbolication::LoadSymbolDatabaseForBinary(TEXT(""), Module.Name, Module.Report, Architecture, Database))
{
SymbolCache.Add(Database);
Db = SymbolCache.Find(Module.Report);
}
}
if((Module.Name.Len() > 0) && Db && FPlatformSymbolication::SymbolInfoForStrippedSymbol(*Db, ProgramCounter, Module.BaseOfImage, Module.Report, Info))
{
if(FCStringAnsi::Strlen(Info.FunctionName) > 0)
{
OutFunctionName = Info.FunctionName;
ValuesSymbolised++;
}
if(ValuesSymbolised == 1 && FCStringAnsi::Strlen(Info.Filename) > 0)
{
OutFileName = Info.Filename;
ValuesSymbolised++;
}
if(ValuesSymbolised == 2 && Info.LineNumber > 0)
{
OutLineNumber = Info.LineNumber;
ValuesSymbolised++;
}
}
return ValuesSymbolised;
}
static TCHAR const* FindModules(TCHAR const* CrashLog)
{
TCHAR const* Line = FCStringWide::Strstr(CrashLog, TEXT("Binary Images:"));
if (Line)
{
Line = FCStringWide::Strchr(Line, TEXT('\n'));
check(Line);
Line += 1;
}
return Line;
}
static int32 ParseModuleVersion(TCHAR const* Version, uint16& OutMajor, uint16& OutMinor, uint16& OutPatch, uint16& OutBuild)
{
OutMajor = OutMinor = OutPatch = OutBuild = 0;
int32 Found = swscanf(TCHAR_TO_WCHAR(Version), WTEXT("%hu.%hu.%hu"), &OutMajor, &OutMinor, &OutPatch);
TCHAR const* CurrentStart = FCStringWide::Strchr(Version, TEXT('-'));
if(CurrentStart)
{
int32 Components[3] = {0, 0, 0};
int32 Result = swscanf(TCHAR_TO_WCHAR(CurrentStart), WTEXT("%*ls %d.%d.%d"), &Components[0], &Components[1], &Components[2]);
OutBuild = (uint16)(Components[0] * 10000) + (Components[1] * 100) + (Components[2]);
Found = 4;
}
return Found;
}
static bool ParseModuleLine(TCHAR const* ModuleLine, FCrashModuleInfo& OutModule)
{
bool bOK = false;
wchar_t RawModuleName[257] = {0};
uint64 ModuleBase = 0;
uint64 ModuleEnd = 0;
int32 Found = swscanf(TCHAR_TO_WCHAR(ModuleLine), WTEXT("%lx %*ls %lx %256ls"), &ModuleBase, &ModuleEnd, RawModuleName);
switch (Found)
{
case 3:
{
TCHAR const* VersionStart = FCStringWide::Strchr(ModuleLine, TEXT('('));
TCHAR const* VersionEnd = FCStringWide::Strchr(ModuleLine, TEXT(')'));
if(VersionStart && VersionEnd)
{
++VersionStart;
Found += ParseModuleVersion(VersionStart, OutModule.Major, OutModule.Minor, OutModule.Patch, OutModule.Revision);
}
TCHAR const* UUIDStart = FCStringWide::Strchr(ModuleLine, TEXT('<'));
TCHAR const* UUIDEnd = FCStringWide::Strchr(ModuleLine, TEXT('>'));
if(UUIDStart && UUIDEnd)
{
++UUIDStart;
int32 Length = FMath::Min(64, (int32)((uintptr_t)(UUIDEnd - UUIDStart)));
OutModule.Report.Append(UUIDStart, Length);
if(!OutModule.Report.Contains(TEXT("-")))
{
OutModule.Report.InsertAt(8, TEXT('-'));
OutModule.Report.InsertAt(13, TEXT('-'));
OutModule.Report.InsertAt(18, TEXT('-'));
OutModule.Report.InsertAt(23, TEXT('-'));
}
OutModule.Report = OutModule.Report.ToUpper();
Found++;
}
TCHAR const* Path = FCStringWide::Strchr(ModuleLine, TEXT('/'));
if(Path)
{
TCHAR const* End = FCStringWide::Strchr(Path, TEXT('\r'));
if(!End)
{
End = FCStringWide::Strchr(Path, TEXT('\n'));
}
check(End);
int32 Length = FMath::Min(PATH_MAX, (int32)((uintptr_t)(End - Path)));
OutModule.Name.Append(Path, Length);
Found++;
bOK = true;
}
}
case 2:
{
OutModule.SizeOfImage = (ModuleBase - ModuleEnd);
}
case 1:
{
OutModule.BaseOfImage = ModuleBase;
break;
}
default:
{
break;
}
}
return bOK;
}
FCrashDebugHelperMac::FCrashDebugHelperMac()
{
}
FCrashDebugHelperMac::~FCrashDebugHelperMac()
{
}
bool FCrashDebugHelperMac::ParseCrashDump(const FString& InCrashDumpName, FCrashDebugInfo& OutCrashDebugInfo)
{
SCOPED_AUTORELEASE_POOL;
if (bInitialized == false)
{
UE_LOG(LogCrashDebugHelper, Warning, TEXT("ParseCrashDump: CrashDebugHelper not initialized"));
return false;
}
FString CrashDump;
NSString* CrashDumpPath = InCrashDumpName.GetNSString();
NSError* Error = nil;
NSData* Data = [NSData dataWithContentsOfFile: CrashDumpPath options: NSMappedRead error: &Error];
if(Data && !Error)
{
PLCrashReport* CrashLog = [[PLCrashReport alloc] initWithData: Data error: &Error];
if(CrashLog && !Error)
{
NSString* Report = [PLCrashReportTextFormatter stringValueForCrashReport: CrashLog withTextFormat: PLCrashReportTextFormatiOS];
CrashDump = FString(Report);
// Replace the binary PLCrashReporter file with an easily readable text dump
FFileHelper::SaveStringToFile(CrashDump, *InCrashDumpName);
}
}
if ( !CrashDump.IsEmpty() || FFileHelper::LoadFileToString( CrashDump, *InCrashDumpName ) )
{
// Only supports Apple crash report version 11
int32 ReportVersion = 0;
int32 Result = ParseReportVersion(*CrashDump, ReportVersion);
if(Result == 1 && (ReportVersion == 11 || ReportVersion == 104))
{
int32 Major = 0;
int32 Minor = 0;
int32 Build = 0;
int32 CLNumber = 0;
FString Branch;
Result = ParseVersion(*CrashDump, Major, Minor, Build, CLNumber, Branch);
if(Result >= 3)
{
if (Result < 5)
{
OutCrashDebugInfo.EngineVersion = Build;
}
else
{
OutCrashDebugInfo.EngineVersion = CLNumber;
}
if(Result == 5)
{
OutCrashDebugInfo.SourceControlLabel = Branch;
}
OutCrashDebugInfo.PlatformName = TEXT("Mac");
OutCrashDebugInfo.CrashDumpName = InCrashDumpName;
return true;
}
}
}
return false;
}
bool FCrashDebugHelperMac::CreateMinidumpDiagnosticReport( const FString& InCrashDumpName )
{
bool bOK = false;
FString CrashDump;
{
NSString* CrashDumpPath = InCrashDumpName.GetNSString();
NSError* Error = nil;
NSData* Data = [NSData dataWithContentsOfFile: CrashDumpPath options: NSMappedRead error: &Error];
if(Data && !Error)
{
PLCrashReport* CrashLog = [[PLCrashReport alloc] initWithData: Data error: &Error];
if(CrashLog && !Error)
{
NSString* Report = [PLCrashReportTextFormatter stringValueForCrashReport: CrashLog withTextFormat: PLCrashReportTextFormatiOS];
CrashDump = FString(Report);
// Replace the binary PLCrashReporter file with an easily readable text dump
FFileHelper::SaveStringToFile(CrashDump, *InCrashDumpName);
}
}
}
if ( !CrashDump.IsEmpty() || FFileHelper::LoadFileToString( CrashDump, *InCrashDumpName ) )
{
int32 ReportVersion = 0;
int32 Result = ParseReportVersion(*CrashDump, ReportVersion);
if(Result == 1 && (ReportVersion == 11 || ReportVersion == 104))
{
FString Error;
FString ModulePath;
FString ModuleName;
FString FunctionName;
FString FileName;
FString Branch;
FString Model;
FString Gpu;
uint64 ProgramCounter = 0;
int32 Major = 0;
int32 Minor = 0;
int32 Build = 0;
int32 CLNumber = 0;
int32 LineNumber = 0;;
Result = ParseVersion(*CrashDump, Major, Minor, Build, CLNumber, Branch);
if(Result >= 3)
{
CrashInfo.EngineVersion = FEngineVersion(Major, Minor, Build, CLNumber, Branch).ToString();
}
if(Result >= 4)
{
CrashInfo.BuiltFromCL = CLNumber;
}
if(Result == 5 && Branch.Len() > 0)
{
CrashInfo.LabelName = Branch;
}
Result = ParseOS(*CrashDump, CrashInfo.SystemInfo.OSMajor, CrashInfo.SystemInfo.OSMinor, CrashInfo.SystemInfo.OSBuild, CrashInfo.SystemInfo.OSRevision);
check(Result == 4);
CrashInfo.SystemInfo.ProcessorArchitecture = PA_X64;
ParseModel(*CrashDump, Model, CrashInfo.SystemInfo.ProcessorCount);
ParseGraphics(*CrashDump, Gpu);
CrashInfo.SystemInfo.Report = Model + Gpu;
Result = ParseError(*CrashDump, CrashInfo.Exception.ExceptionString);
check(Result == 1);
Result = ParseProcessID(*CrashDump, CrashInfo.Exception.ProcessId);
check(Result == 1);
Result = ParseCrashedThread(*CrashDump, CrashInfo.Exception.ThreadId);
check(Result == 1);
Result = ParseExceptionCode(*CrashDump, CrashInfo.Exception.Code);
check(Result == 1);
FString Architecture;
Result = ParseArchitecture(*CrashDump, Architecture);
check(Result == 1);
FCrashThreadInfo ThreadInfo;
ThreadInfo.ThreadId = CrashInfo.Exception.ThreadId;
ThreadInfo.SuspendCount = 0;
// Parse modules now for symbolication - if we don't have the running process we need to symbolicate by UUID
TCHAR const* ModuleLine = FindModules(*CrashDump);
while(ModuleLine)
{
FCrashModuleInfo Module;
if (ParseModuleLine(ModuleLine, Module))
{
CrashInfo.Modules.Push(Module);
CrashInfo.ModuleNames.Push(FPaths::GetBaseFilename(Module.Name));
ModuleLine = FCStringWide::Strchr(ModuleLine, TEXT('\n'));
check(ModuleLine);
ModuleLine += 1;
}
else
{
ModuleLine = nullptr;
}
}
FPlatformSymbolDatabaseSet SymbolCache;
bool bIsCrashLocation = true;
TCHAR const* ThreadStackLine = FindCrashedThreadStack(*CrashDump);
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
uint32 Index = 0;
while(ThreadStackLine)
{
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
if(CrashInfo.Exception.Code == SIGTRAP)
{
// For ensures strip the first three lines as they are PLCrashReporter nonsense
if(Index < 3)
{
ThreadStackLine = FCStringWide::Strchr(ThreadStackLine, TEXT('\n'));
if(ThreadStackLine)
{
ThreadStackLine += 1;
}
++Index;
continue;
}
// Crash location is the 5th entry in the stack.
bIsCrashLocation = (Index == 5);
}
Result = ParseThreadStackLine(ThreadStackLine, ModuleName, ProgramCounter, FunctionName, FileName, LineNumber);
// If we got the modulename & program counter but didn't parse the filename & linenumber we can resymbolise
if(Result > 1 && Result < 4)
{
// Attempt to resymbolise using CoreSymbolication
Result += SymboliseStackInfo(SymbolCache, CrashInfo.Modules, ModuleName, Architecture, ProgramCounter, FunctionName, FileName, LineNumber);
}
// Output in our format based on the fields we actually have
switch (Result)
{
case 2:
CrashInfo.Exception.CallStackString.Push( FString::Printf( TEXT( "Unknown() Address = 0x%lx (filename not found) [in %s]" ), ProgramCounter, *ModuleName ) );
ThreadInfo.CallStack.Push(ProgramCounter);
ThreadStackLine = FCStringWide::Strchr(ThreadStackLine, TEXT('\n'));
check(ThreadStackLine);
ThreadStackLine += 1;
break;
case 3:
case 4:
CrashInfo.Exception.CallStackString.Push( FString::Printf( TEXT( "%s Address = 0x%lx (filename not found) [in %s]" ), *FunctionName, ProgramCounter, *ModuleName ) );
ThreadInfo.CallStack.Push(ProgramCounter);
ThreadStackLine = FCStringWide::Strchr(ThreadStackLine, TEXT('\n'));
check(ThreadStackLine);
ThreadStackLine += 1;
break;
case 5:
case 6: // Function name might be parsed twice
if(bIsCrashLocation)
{
if( FileName.Len() > 0 && LineNumber > 0 )
{
// Sync the source file where the crash occurred
CrashInfo.SourceFile = ExtractRelativePath( TEXT( "source" ), *FileName );
CrashInfo.SourceLineNumber = LineNumber;
// Add the standard source context
AddSourceToReport();
}
}
CrashInfo.Exception.CallStackString.Push( FString::Printf( TEXT( "%s Address = 0x%lx [%s, line %d] [in %s]" ), *FunctionName, ProgramCounter, *FileName, LineNumber, *ModuleName ) );
ThreadInfo.CallStack.Push(ProgramCounter);
ThreadStackLine = FCStringWide::Strchr(ThreadStackLine, TEXT('\n'));
check(ThreadStackLine);
ThreadStackLine += 1;
break;
default:
ThreadStackLine = nullptr;
break;
}
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
++Index;
bIsCrashLocation = false;
}
CrashInfo.Threads.Push(ThreadInfo);
bOK = true;
}
}
return bOK;
}