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UnrealEngineUWP/Engine/Source/Programs/UnrealWatchdog/Private/Linux/UnrealWatchdogMainLinux.cpp

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "UnrealWatchdog.h"
#include "LinuxPlatformCrashContext.h"
#include <locale.h>
extern int32 ReportCrash(const FLinuxCrashContext& Context); // FIXME: handle expose it someplace else?
/**
* Because crash reporters can crash, too
*/
void UnrealWatchdogCrashHandler(const FGenericCrashContext& GenericContext)
{
// at this point we should already be using malloc crash handler (see PlatformCrashHandler)
const FLinuxCrashContext& Context = static_cast< const FLinuxCrashContext& >(GenericContext);
printf("CrashHandler: Signal=%d\n", Context.Signal);
const_cast< FLinuxCrashContext& >(Context).CaptureStackTrace();
if (GLog)
{
GLog->Flush();
}
if (GWarn)
{
GWarn->Flush();
}
if (GError)
{
GError->Flush();
GError->HandleError();
}
FPlatformMisc::RequestExit(true);
}
/**
* main(), called when the application is started
*/
int main(int argc, const char *argv[])
{
FPlatformMisc::SetGracefulTerminationHandler();
FPlatformMisc::SetCrashHandler(UnrealWatchdogCrashHandler);
FString SavedCommandLine;
setlocale(LC_CTYPE, "");
for (int32 Option = 1; Option < argc; Option++)
{
SavedCommandLine += TEXT(" ");
SavedCommandLine += UTF8_TO_TCHAR(argv[Option]); // note: technically it depends on locale
}
// Run the app
RunUnrealWatchdog(*SavedCommandLine);
return 0;
}
bool WaitForProcess(IAnalyticsProviderET& Analytics, const FWatchdogCommandLine& CommandLine, int32& OutReturnCode, bool& bOutHang, const FString& WatchdogSectionName)
{
// @TODO: Chris.Wood
// See Mac version for comments
return false;
}