2016-12-08 08:52:44 -05:00
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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2014-03-14 14:13:41 -04:00
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#include "WindowsPlatformStackWalkExt.h"
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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
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#include "CrashDebugHelperPrivate.h"
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#include "GenericPlatform/GenericPlatformStackWalk.h"
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#include "GenericPlatform/GenericPlatformCrashContext.h"
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2015-03-02 07:52:38 -05:00
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#include "CrashDebugPDBCache.h"
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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
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#include "Misc/Parse.h"
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#include "Misc/CommandLine.h"
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#include "Misc/MemStack.h"
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#include "Misc/Paths.h"
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#include "HAL/PlatformProcess.h"
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#include "HAL/FileManager.h"
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2014-03-14 14:13:41 -04:00
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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
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#include "WindowsHWrapper.h"
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2014-03-14 14:13:41 -04:00
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#include "AllowWindowsPlatformTypes.h"
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#include "dbgeng.h"
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#include <DbgHelp.h>
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#include "HideWindowsPlatformTypes.h"
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#pragma comment( lib, "dbgeng.lib" )
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static IDebugClient5* Client = NULL;
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static IDebugControl4* Control = NULL;
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static IDebugSymbols3* Symbol = NULL;
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static IDebugAdvanced3* Advanced = NULL;
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2014-07-14 06:53:12 -04:00
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FWindowsPlatformStackWalkExt::FWindowsPlatformStackWalkExt( FCrashInfo& InCrashInfo )
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: CrashInfo( InCrashInfo )
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{}
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FWindowsPlatformStackWalkExt::~FWindowsPlatformStackWalkExt()
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{
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ShutdownStackWalking();
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}
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2015-03-02 07:52:38 -05:00
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2014-03-14 14:13:41 -04:00
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bool FWindowsPlatformStackWalkExt::InitStackWalking()
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{
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if (!FWindowsPlatformMisc::CoInitialize())
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{
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return false;
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}
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check( DebugCreate( __uuidof( IDebugClient5 ), ( void** )&Client ) == S_OK );
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check( Client->QueryInterface( __uuidof( IDebugControl4 ), ( void** )&Control ) == S_OK );
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check( Client->QueryInterface( __uuidof( IDebugSymbols3 ), ( void** )&Symbol ) == S_OK );
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check( Client->QueryInterface( __uuidof( IDebugAdvanced3 ), ( void** )&Advanced ) == S_OK );
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return true;
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}
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void FWindowsPlatformStackWalkExt::ShutdownStackWalking()
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{
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Advanced->Release();
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Symbol->Release();
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Control->Release();
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2014-07-01 13:30:34 -04:00
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Client->Release();
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2014-03-14 14:13:41 -04:00
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FWindowsPlatformMisc::CoUninitialize();
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}
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/**
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2015-03-02 07:52:38 -05:00
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*
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2014-03-14 14:13:41 -04:00
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*/
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2014-07-14 06:53:12 -04:00
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void FWindowsPlatformStackWalkExt::InitSymbols()
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2014-03-14 14:13:41 -04:00
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{
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ULONG SymOpts = 0;
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// Load line information
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SymOpts |= SYMOPT_LOAD_LINES;
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SymOpts |= SYMOPT_OMAP_FIND_NEAREST;
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// Fail if a critical error is encountered
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SymOpts |= SYMOPT_FAIL_CRITICAL_ERRORS;
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// Always load immediately; no deferred loading
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SymOpts |= SYMOPT_DEFERRED_LOADS;
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// Require an exact symbol match
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SymOpts |= SYMOPT_EXACT_SYMBOLS;
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// This option allows for undecorated names to be handled by the symbol engine.
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SymOpts |= SYMOPT_UNDNAME;
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3189363 on 2016/11/07 by Ben.Marsh
Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.
Change 3210598 on 2016/11/27 by Ben.Marsh
UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.
Change 3210601 on 2016/11/27 by Ben.Marsh
PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)
Change 3210602 on 2016/11/27 by Ben.Marsh
PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)
Change 3210605 on 2016/11/27 by Ben.Marsh
UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.
Change 3211656 on 2016/11/28 by Ben.Marsh
UBT: Move ModuleRules and TargetRules into their own file.
Change 3211797 on 2016/11/28 by Ben.Marsh
UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.
Change 3211833 on 2016/11/28 by Ben.Marsh
UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.
Change 3211859 on 2016/11/28 by Ben.Marsh
UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.
Change 3211942 on 2016/11/28 by Ben.Marsh
UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.
Change 3215333 on 2016/11/30 by Ben.Marsh
UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.
Change 3215482 on 2016/11/30 by Ben.Marsh
UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.
Change 3215743 on 2016/11/30 by Ben.Marsh
UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.
Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.
Change 3215778 on 2016/11/30 by Ben.Marsh
UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.
Change 3217681 on 2016/12/01 by Ben.Marsh
UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.
Change 3217723 on 2016/12/01 by Ben.Marsh
UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.
Change 3217930 on 2016/12/01 by Ben.Marsh
UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.
Change 3218762 on 2016/12/02 by Ben.Marsh
Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.
Change 3219161 on 2016/12/02 by Ben.Marsh
Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.
Change 3219197 on 2016/12/02 by Ben.Marsh
Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.
Change 3219209 on 2016/12/02 by Ben.Marsh
Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.
Change 3219610 on 2016/12/02 by Ben.Marsh
Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.
Change 3219731 on 2016/12/02 by Ben.Marsh
UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.
Change 3220796 on 2016/12/04 by Ben.Marsh
Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.
Change 3220825 on 2016/12/04 by Ben.Marsh
UBT: Change all executors to derive from a common base class (ActionExecutor).
Change 3220834 on 2016/12/04 by Ben.Marsh
UBT: Remove the global CommandLineContains() function.
Change 3222706 on 2016/12/05 by Ben.Marsh
Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.
Change 3222712 on 2016/12/05 by Ben.Marsh
Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat
Change 3223628 on 2016/12/06 by Ben.Marsh
Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe
Change 3223817 on 2016/12/06 by Ben.Marsh
Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.
Change 3224046 on 2016/12/06 by Ben.Marsh
Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.
Change 3224792 on 2016/12/07 by Ben.Marsh
UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.
Change 3225212 on 2016/12/07 by Ben.Marsh
UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.
Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.
The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.
Change 3226310 on 2016/12/07 by Ben.Marsh
PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)
Change 3228273 on 2016/12/08 by Ben.Marsh
Update copyright notices for QAGame.
Change 3229166 on 2016/12/09 by Ben.Marsh
UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.
Change 3230601 on 2016/12/12 by Ben.Marsh
Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.
Change 3230737 on 2016/12/12 by Ben.Marsh
UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.
Change 3230751 on 2016/12/12 by Ben.Marsh
UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.
Change 3230804 on 2016/12/12 by Ben.Marsh
UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.
Change 3230831 on 2016/12/12 by Ben.Marsh
UGS: Warn when trying to switch streams if files are checked out.
Change 3231281 on 2016/12/12 by Chad.Garyet
Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one
Change 3231496 on 2016/12/12 by Ben.Marsh
Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.
Change 3231979 on 2016/12/12 by Ben.Marsh
UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.
Change 3232619 on 2016/12/13 by Ben.Marsh
Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.
[CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
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#ifdef _DEBUG
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2014-03-14 14:13:41 -04:00
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// Disable by default as it can be very spammy/slow. Turn it on if you are debugging symbol look-up!
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SymOpts |= SYMOPT_DEBUG;
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2015-03-02 07:52:38 -05:00
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#endif // _DEBUG
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2014-03-14 14:13:41 -04:00
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Symbol->SetSymbolOptions( SymOpts );
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}
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FString FWindowsPlatformStackWalkExt::ExtractRelativePath( const TCHAR* BaseName, TCHAR* FullName )
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{
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FString FullPath = FString( FullName ).ToLower();
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FullPath = FullPath.Replace( TEXT( "\\" ), TEXT( "/" ) );
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TArray<FString> Components;
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2015-03-02 15:51:37 -05:00
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int32 Count = FullPath.ParseIntoArray( Components, TEXT( "/" ), true );
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2014-03-14 14:13:41 -04:00
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FullPath = TEXT( "" );
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for( int32 Index = 0; Index < Count; Index++ )
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{
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if( Components[Index] == BaseName )
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{
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if( Index > 0 )
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{
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for( int32 Inner = Index - 1; Inner < Count; Inner++ )
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{
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FullPath += Components[Inner];
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if( Inner < Count - 1 )
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{
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FullPath += TEXT( "/" );
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}
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}
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}
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break;
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}
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}
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return FullPath;
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}
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2014-07-14 06:53:12 -04:00
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void FWindowsPlatformStackWalkExt::GetExeFileVersionAndModuleList( FCrashModuleInfo& out_ExeFileVersion )
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2014-03-14 14:13:41 -04:00
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{
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// The the number of loaded modules
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ULONG LoadedModuleCount = 0;
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ULONG UnloadedModuleCount = 0;
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Symbol->GetNumberModules( &LoadedModuleCount, &UnloadedModuleCount );
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2015-03-02 07:52:38 -05:00
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UE_LOG( LogCrashDebugHelper, Log, TEXT( "Modules loaded: %i, unloaded: %i" ), LoadedModuleCount, UnloadedModuleCount );
|
2014-03-14 14:13:41 -04:00
|
|
|
|
|
|
|
|
// Find the relative names of all the modules so we know which files to sync
|
|
|
|
|
int ExecutableIndex = -1;
|
|
|
|
|
for( uint32 ModuleIndex = 0; ModuleIndex < LoadedModuleCount; ModuleIndex++ )
|
|
|
|
|
{
|
|
|
|
|
ULONG64 ModuleBase = 0;
|
|
|
|
|
Symbol->GetModuleByIndex( ModuleIndex, &ModuleBase );
|
|
|
|
|
|
|
|
|
|
// Get the full path of the module name
|
2014-07-14 06:53:12 -04:00
|
|
|
TCHAR ModuleName[MAX_PATH] = {0};
|
2014-03-14 14:13:41 -04:00
|
|
|
Symbol->GetModuleNameStringWide( DEBUG_MODNAME_IMAGE, ModuleIndex, ModuleBase, ModuleName, MAX_PATH, NULL );
|
2015-06-17 06:47:31 -04:00
|
|
|
|
|
|
|
|
const FString RelativeModuleName = ExtractRelativePath( TEXT( "binaries" ), ModuleName );
|
2014-03-14 14:13:41 -04:00
|
|
|
// Get the exe, which we extract the version number, so we know what label to sync to
|
2015-06-17 06:47:31 -04:00
|
|
|
if (RelativeModuleName.Len() > 0 && RelativeModuleName.EndsWith( TEXT( ".exe" ) ))
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
|
|
|
|
ExecutableIndex = ModuleIndex;
|
|
|
|
|
}
|
2015-06-17 06:47:31 -04:00
|
|
|
|
|
|
|
|
// Add only modules in Binaries folders
|
|
|
|
|
if (RelativeModuleName.Len() > 0)
|
|
|
|
|
{
|
|
|
|
|
CrashInfo.ModuleNames.Add( ModuleName );
|
|
|
|
|
}
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
|
2014-07-14 06:53:12 -04:00
|
|
|
// Get the executable version info.
|
2014-03-14 14:13:41 -04:00
|
|
|
if( ExecutableIndex > -1 )
|
|
|
|
|
{
|
2014-07-14 06:53:12 -04:00
|
|
|
VS_FIXEDFILEINFO VersionInfo = {0};
|
2014-03-14 14:13:41 -04:00
|
|
|
Symbol->GetModuleVersionInformationWide( ExecutableIndex, 0, TEXT( "\\" ), &VersionInfo, sizeof( VS_FIXEDFILEINFO ), NULL );
|
|
|
|
|
|
2014-07-14 06:53:12 -04:00
|
|
|
out_ExeFileVersion.Major = HIWORD( VersionInfo.dwProductVersionMS );
|
|
|
|
|
out_ExeFileVersion.Minor = LOWORD( VersionInfo.dwProductVersionMS );
|
|
|
|
|
out_ExeFileVersion.Patch = HIWORD( VersionInfo.dwProductVersionLS );
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2015-03-02 07:52:38 -05:00
|
|
|
UE_LOG( LogCrashDebugHelper, Warning, TEXT( "Unable to locate the executable" ) );
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2014-07-14 06:53:12 -04:00
|
|
|
void FWindowsPlatformStackWalkExt::SetSymbolPathsFromModules()
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2014-07-14 06:53:12 -04:00
|
|
|
const bool bUseCachedData = CrashInfo.PDBCacheEntry.IsValid();
|
2014-03-14 14:13:41 -04:00
|
|
|
FString CombinedPath = TEXT( "" );
|
|
|
|
|
|
2015-11-18 16:20:49 -05:00
|
|
|
// Use symbol cache from command line
|
|
|
|
|
FString DebugSymbols;
|
|
|
|
|
if (FParse::Value(FCommandLine::Get(), TEXT("DebugSymbols="), DebugSymbols))
|
|
|
|
|
{
|
|
|
|
|
CombinedPath += TEXT("SRV*");
|
|
|
|
|
CombinedPath += DebugSymbols;
|
|
|
|
|
CombinedPath += TEXT(";");
|
|
|
|
|
}
|
|
|
|
|
|
2014-07-14 06:53:12 -04:00
|
|
|
// For externally launched minidump diagnostics.
|
2014-05-29 17:21:16 -04:00
|
|
|
if( bUseCachedData )
|
|
|
|
|
{
|
|
|
|
|
TSet<FString> SymbolPaths;
|
2014-07-14 06:53:12 -04:00
|
|
|
for( const auto& Filename : CrashInfo.PDBCacheEntry->Files )
|
2014-05-29 17:21:16 -04:00
|
|
|
{
|
|
|
|
|
const FString SymbolPath = FPaths::GetPath( Filename );
|
|
|
|
|
if( SymbolPath.Len() > 0 )
|
|
|
|
|
{
|
|
|
|
|
SymbolPaths.Add( SymbolPath );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for( const auto& SymbolPath : SymbolPaths )
|
|
|
|
|
{
|
|
|
|
|
CombinedPath += SymbolPath;
|
|
|
|
|
CombinedPath += TEXT( ";" );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Set the symbol path
|
|
|
|
|
Symbol->SetImagePathWide( *CombinedPath );
|
|
|
|
|
Symbol->SetSymbolPathWide( *CombinedPath );
|
|
|
|
|
}
|
2014-07-14 06:53:12 -04:00
|
|
|
// For locally launched minidump diagnostics.
|
2014-05-29 17:21:16 -04:00
|
|
|
else
|
|
|
|
|
{
|
2015-06-17 06:47:31 -04:00
|
|
|
// Iterate over all loaded modules.
|
2014-07-14 06:53:12 -04:00
|
|
|
TSet<FString> SymbolPaths;
|
2015-06-17 06:47:31 -04:00
|
|
|
for (const auto& Filename : CrashInfo.ModuleNames)
|
2014-05-29 17:21:16 -04:00
|
|
|
{
|
2014-07-14 06:53:12 -04:00
|
|
|
const FString Path = FPaths::GetPath( Filename );
|
|
|
|
|
if( Path.Len() > 0 )
|
2014-05-29 17:21:16 -04:00
|
|
|
{
|
2014-07-14 06:53:12 -04:00
|
|
|
SymbolPaths.Add( Path );
|
2014-05-29 17:21:16 -04:00
|
|
|
}
|
2014-05-30 07:57:32 -04:00
|
|
|
}
|
2014-07-14 06:53:12 -04:00
|
|
|
|
|
|
|
|
for( const auto& SymbolPath : SymbolPaths )
|
2014-05-29 17:21:16 -04:00
|
|
|
{
|
2014-07-14 06:53:12 -04:00
|
|
|
CombinedPath += SymbolPath;
|
|
|
|
|
CombinedPath += TEXT( ";" );
|
|
|
|
|
}
|
2014-05-29 17:21:16 -04:00
|
|
|
|
2014-07-14 06:53:12 -04:00
|
|
|
// Set the symbol path
|
|
|
|
|
Symbol->SetImagePathWide( *CombinedPath );
|
|
|
|
|
Symbol->SetSymbolPathWide( *CombinedPath );
|
2014-05-29 17:21:16 -04:00
|
|
|
}
|
2014-03-14 14:13:41 -04:00
|
|
|
|
|
|
|
|
// Add in syncing of the Microsoft symbol servers if requested
|
|
|
|
|
if( FParse::Param( FCommandLine::Get(), TEXT( "SyncMicrosoftSymbols" ) ) )
|
|
|
|
|
{
|
|
|
|
|
FString BinariesDir = FString(FPlatformProcess::BaseDir());
|
|
|
|
|
if ( !FPaths::FileExists( FPaths::Combine(*BinariesDir, TEXT("symsrv.dll")) ) )
|
|
|
|
|
{
|
2015-03-02 07:52:38 -05:00
|
|
|
UE_LOG( LogCrashDebugHelper, Warning, TEXT( "Error: symsrv.dll was not detected in: %s. Microsoft symbols will not be downloaded!" ), *BinariesDir );
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
if ( !FPaths::FileExists( FPaths::Combine(*BinariesDir, TEXT("symsrv.yes")) ) )
|
|
|
|
|
{
|
2015-03-02 07:52:38 -05:00
|
|
|
UE_LOG( LogCrashDebugHelper, Warning, TEXT( "symsrv.yes was not detected in: %s. This will cause a popup to confirm the license." ), *BinariesDir );
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
if ( !FPaths::FileExists( FPaths::Combine(*BinariesDir, TEXT("dbghelp.dll")) ) )
|
|
|
|
|
{
|
2015-03-02 07:52:38 -05:00
|
|
|
UE_LOG( LogCrashDebugHelper, Warning, TEXT( "Error: dbghelp.dll was not detected in: %s. Microsoft symbols will not be downloaded!" ), *BinariesDir );
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Symbol->AppendImagePathWide( TEXT( "SRV*..\\..\\Intermediate\\SymbolCache*http://msdl.microsoft.com/download/symbols" ) );
|
|
|
|
|
Symbol->AppendSymbolPathWide( TEXT( "SRV*..\\..\\Intermediate\\SymbolCache*http://msdl.microsoft.com/download/symbols" ) );
|
|
|
|
|
}
|
|
|
|
|
|
2015-03-02 07:52:38 -05:00
|
|
|
TCHAR SymbolPath[16384] = { 0 };
|
2014-03-14 14:13:41 -04:00
|
|
|
|
2015-03-02 07:52:38 -05:00
|
|
|
Symbol->GetSymbolPathWide( SymbolPath, ARRAY_COUNT(SymbolPath), NULL );
|
|
|
|
|
TArray<FString> SymbolPaths;
|
2015-03-02 15:51:37 -05:00
|
|
|
FString( SymbolPath ).ParseIntoArray(SymbolPaths, TEXT(";"), true );
|
2015-03-02 07:52:38 -05:00
|
|
|
|
|
|
|
|
UE_LOG( LogCrashDebugHelper, Log, TEXT( "Symbol paths" ) );
|
|
|
|
|
for( const auto& It : SymbolPaths )
|
|
|
|
|
{
|
|
|
|
|
UE_LOG( LogCrashDebugHelper, Log, TEXT( " %s" ), *It );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Symbol->GetImagePathWide( SymbolPath, ARRAY_COUNT( SymbolPath ), NULL );
|
|
|
|
|
TArray<FString> ImagePaths;
|
2015-03-02 15:51:37 -05:00
|
|
|
FString( SymbolPath ).ParseIntoArray( ImagePaths, TEXT( ";" ), true );
|
2015-03-02 07:52:38 -05:00
|
|
|
|
|
|
|
|
UE_LOG( LogCrashDebugHelper, Log, TEXT( "Image paths" ) );
|
|
|
|
|
for( const auto& It : ImagePaths )
|
|
|
|
|
{
|
|
|
|
|
UE_LOG( LogCrashDebugHelper, Log, TEXT( " %s" ), *It );
|
|
|
|
|
}
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
|
2015-03-02 07:52:38 -05:00
|
|
|
/** Helper class used to sort modules by name. */
|
2014-03-14 14:13:41 -04:00
|
|
|
class FSortModulesByName
|
|
|
|
|
{
|
|
|
|
|
public:
|
|
|
|
|
bool operator()( const FCrashModuleInfo& A, const FCrashModuleInfo& B ) const
|
|
|
|
|
{
|
|
|
|
|
if( A.Extension == TEXT( ".exe" ) )
|
|
|
|
|
{
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if( A.Extension != B.Extension )
|
|
|
|
|
{
|
|
|
|
|
// Sort any exe modules to the top
|
|
|
|
|
return ( A.Extension > B.Extension );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// alphabetise all the dlls
|
|
|
|
|
return ( A.Name < B.Name );
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
2014-07-14 06:53:12 -04:00
|
|
|
void FWindowsPlatformStackWalkExt::GetModuleInfoDetailed()
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
|
|
|
|
// The the number of loaded modules
|
|
|
|
|
ULONG LoadedModuleCount = 0;
|
|
|
|
|
ULONG UnloadedModuleCount = 0;
|
|
|
|
|
Symbol->GetNumberModules( &LoadedModuleCount, &UnloadedModuleCount );
|
|
|
|
|
|
2014-07-14 06:53:12 -04:00
|
|
|
CrashInfo.Modules.Empty( LoadedModuleCount );
|
2014-03-14 14:13:41 -04:00
|
|
|
for( uint32 ModuleIndex = 0; ModuleIndex < LoadedModuleCount; ModuleIndex++ )
|
|
|
|
|
{
|
2014-07-14 06:53:12 -04:00
|
|
|
FCrashModuleInfo* CrashModule = new ( CrashInfo.Modules ) FCrashModuleInfo();
|
2014-03-14 14:13:41 -04:00
|
|
|
|
|
|
|
|
ULONG64 ModuleBase = 0;
|
|
|
|
|
Symbol->GetModuleByIndex( ModuleIndex, &ModuleBase );
|
|
|
|
|
|
|
|
|
|
// Get the full path of the module name
|
|
|
|
|
TCHAR ModuleName[MAX_PATH] = { 0 };
|
|
|
|
|
Symbol->GetModuleNameStringWide( DEBUG_MODNAME_IMAGE, ModuleIndex, ModuleBase, ModuleName, MAX_PATH, NULL );
|
|
|
|
|
|
|
|
|
|
FString RelativeModuleName = ExtractRelativePath( TEXT( "binaries" ), ModuleName );
|
|
|
|
|
if( RelativeModuleName.Len() > 0 )
|
|
|
|
|
{
|
|
|
|
|
CrashModule->Name = RelativeModuleName;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
CrashModule->Name = ModuleName;
|
|
|
|
|
}
|
|
|
|
|
CrashModule->Extension = CrashModule->Name.Right( 4 ).ToLower();
|
|
|
|
|
CrashModule->BaseOfImage = ModuleBase;
|
|
|
|
|
|
|
|
|
|
DEBUG_MODULE_PARAMETERS ModuleParameters = { 0 };
|
|
|
|
|
Symbol->GetModuleParameters( 1, NULL, ModuleIndex, &ModuleParameters );
|
|
|
|
|
CrashModule->SizeOfImage = ModuleParameters.Size;
|
|
|
|
|
|
|
|
|
|
VS_FIXEDFILEINFO VersionInfo = { 0 };
|
|
|
|
|
Symbol->GetModuleVersionInformationWide( ModuleIndex, ModuleBase, TEXT( "\\" ), &VersionInfo, sizeof( VS_FIXEDFILEINFO ), NULL );
|
|
|
|
|
|
|
|
|
|
CrashModule->Major = HIWORD( VersionInfo.dwProductVersionMS );
|
|
|
|
|
CrashModule->Minor = LOWORD( VersionInfo.dwProductVersionMS );
|
2014-07-14 06:53:12 -04:00
|
|
|
CrashModule->Patch = HIWORD( VersionInfo.dwProductVersionLS );
|
2014-03-14 14:13:41 -04:00
|
|
|
CrashModule->Revision = LOWORD( VersionInfo.dwProductVersionLS );
|
|
|
|
|
|
|
|
|
|
// Ensure all the images are synced - need the full path here
|
|
|
|
|
Symbol->ReloadWide( *CrashModule->Name );
|
|
|
|
|
}
|
|
|
|
|
|
2014-07-14 06:53:12 -04:00
|
|
|
CrashInfo.Modules.Sort( FSortModulesByName() );
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
2014-07-14 06:53:12 -04:00
|
|
|
bool FWindowsPlatformStackWalkExt::IsOffsetWithinModules( uint64 Offset )
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2014-07-14 06:53:12 -04:00
|
|
|
for( int ModuleIndex = 0; ModuleIndex < CrashInfo.Modules.Num(); ModuleIndex++ )
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2014-07-14 06:53:12 -04:00
|
|
|
FCrashModuleInfo& CrashModule = CrashInfo.Modules[ModuleIndex];
|
2014-03-14 14:13:41 -04:00
|
|
|
if( Offset >= CrashModule.BaseOfImage && Offset < CrashModule.BaseOfImage + CrashModule.SizeOfImage )
|
|
|
|
|
{
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
2014-07-14 06:53:12 -04:00
|
|
|
void FWindowsPlatformStackWalkExt::GetSystemInfo()
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2014-07-14 06:53:12 -04:00
|
|
|
FCrashSystemInfo& SystemInfo = CrashInfo.SystemInfo;
|
2014-03-14 14:13:41 -04:00
|
|
|
|
|
|
|
|
ULONG PlatformId = 0;
|
|
|
|
|
ULONG Major = 0;
|
|
|
|
|
ULONG Minor = 0;
|
|
|
|
|
ULONG Build = 0;
|
|
|
|
|
ULONG Revision = 0;
|
|
|
|
|
Control->GetSystemVersionValues( &PlatformId, &Major, &Minor, &Build, &Revision );
|
|
|
|
|
|
|
|
|
|
SystemInfo.OSMajor = ( uint16 )Major;
|
|
|
|
|
SystemInfo.OSMinor = ( uint16 )Minor;
|
|
|
|
|
SystemInfo.OSBuild = ( uint16 )Build;
|
|
|
|
|
SystemInfo.OSRevision = ( uint16 )Revision;
|
|
|
|
|
|
|
|
|
|
ULONG ProcessorType = 0;
|
|
|
|
|
Control->GetActualProcessorType( &ProcessorType );
|
|
|
|
|
|
|
|
|
|
switch( ProcessorType )
|
|
|
|
|
{
|
|
|
|
|
case IMAGE_FILE_MACHINE_I386:
|
|
|
|
|
// x86
|
2014-07-14 06:53:12 -04:00
|
|
|
CrashInfo.SystemInfo.ProcessorArchitecture = PA_X86;
|
2014-03-14 14:13:41 -04:00
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case IMAGE_FILE_MACHINE_ARM:
|
|
|
|
|
// ARM
|
2014-07-14 06:53:12 -04:00
|
|
|
CrashInfo.SystemInfo.ProcessorArchitecture = PA_ARM;
|
2014-03-14 14:13:41 -04:00
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case IMAGE_FILE_MACHINE_AMD64:
|
|
|
|
|
// x64
|
2014-07-14 06:53:12 -04:00
|
|
|
CrashInfo.SystemInfo.ProcessorArchitecture = PA_X64;
|
2014-03-14 14:13:41 -04:00
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
ULONG ProcessorCount = 0;
|
|
|
|
|
Control->GetNumberProcessors( &ProcessorCount );
|
|
|
|
|
SystemInfo.ProcessorCount = ProcessorCount;
|
|
|
|
|
}
|
|
|
|
|
|
2014-07-14 06:53:12 -04:00
|
|
|
void FWindowsPlatformStackWalkExt::GetExceptionInfo()
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2014-07-14 06:53:12 -04:00
|
|
|
FCrashExceptionInfo& Exception = CrashInfo.Exception;
|
2014-03-14 14:13:41 -04:00
|
|
|
|
|
|
|
|
ULONG ExceptionType = 0;
|
|
|
|
|
ULONG ProcessID = 0;
|
|
|
|
|
ULONG ThreadId = 0;
|
|
|
|
|
TCHAR Description[MAX_PATH] = { 0 };
|
2017-02-03 12:21:41 -05:00
|
|
|
Control->GetLastEventInformationWide( &ExceptionType, &ProcessID, &ThreadId, NULL, 0, NULL, Description, ARRAY_COUNT( Description ), NULL );
|
2014-03-14 14:13:41 -04:00
|
|
|
|
|
|
|
|
Exception.Code = ExceptionType;
|
|
|
|
|
Exception.ProcessId = ProcessID;
|
|
|
|
|
Exception.ThreadId = ThreadId;
|
|
|
|
|
Exception.ExceptionString = Description;
|
|
|
|
|
}
|
|
|
|
|
|
2015-03-02 07:52:38 -05:00
|
|
|
|
2016-08-03 10:55:57 -04:00
|
|
|
int FWindowsPlatformStackWalkExt::GetCallstacks(bool bTrimCallstack)
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3566944)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3363699 by Mike.Fricker
VR Editor: Improved extensibility (for mesh editor)
- This was merged from CL 3352612 and re-opened for edit before commit
- All mesh editor changes were stripped before merging
Change 3499858 by Matt.Kuhlenschmidt
PR #3673: Fixed UE-36416 (Contributed by DarkSlot)
Change 3499872 by Matt.Kuhlenschmidt
PR #3682: Details view - matrix button visibility toggle and crash fix (Contributed by kamrann)
Change 3499873 by Matt.Kuhlenschmidt
Hide property matrix button from settings editor. For the combined settings objects view this produces nonsensical results and the property matrix is for bulk editing which settings are not designed for.
Change 3501154 by Arciel.Rekman
Fix incorrect RPATH.
- Fixed LinuxToolChain to use FileItem instead of strings.
- Fixed string-based Utils.MakePathRelativeTo - workaround for an old Mono bug was causing invalid "correction" of the relative path, triggered by the fact that path "Foo/Bar/../Baz" was not considered equal to "Foo/Baz". Instead of removing the workaround altogether, added a better comparison.
Change 3501337 by Arciel.Rekman
Better fix for RPATH.
- Ben Marsh's suggestion.
Change 3502572 by Matt.Kuhlenschmidt
PR #3693: Because "becuase" is spelled because (Contributed by getnamo)
Change 3502731 by Matt.Kuhlenschmidt
Guard against empty warning toasts
#jira UE-46285
Change 3502788 by Matt.Kuhlenschmidt
Avoid shutting down the editor during loads and slow tasks if a windows close message comes in during this time
Change 3503027 by Michael.Dupuis
Optimized UpdateLayerUsageInformation
Change 3503299 by Michael.Dupuis
Fixed crash when having no layer info object
Change 3504529 by Yannick.Lange
Use UWorld instead of FWorldContext for EditorWorldExtensions, since we don't use it.
Change 3504550 by Jamie.Dale
Fixed/Improved DnD validation between Content Browsers
Dragging assets between Content Browsers now goes through the same common DnD code (DragDropHandler) as dragging assets between the SPathView and SAssetView, and between items within an SAssetView. This also improves the validation of asset/file drops to prevent you dropping assets/files into class paths.
#jira UE-45857
Change 3505369 by Alexis.Matte
Make sure undo/redo transactions works for all fbx dialog options.
#jira UE-43465
#jira UE-43569
Change 3505500 by Matt.Kuhlenschmidt
Fix child usd meshes not importing properly.
Change 3505645 by Arciel.Rekman
Add USD support on Linux (UE-45383).
#jira UE-45383
Change 3505658 by Arciel.Rekman
USD: add CMake toolchain file I missed.
Change 3506796 by Yannick.Lange
Fix EditorWorldExtensionCollection using TWeakObjectPtr for UWorlds instead of UPROPERTY
Change 3508082 by Alexis.Matte
Make sure the fbx re-import editor preference "show option dialog at reimport" is working when re-importing an animation sequence.
Change 3508855 by Max.Chen
Add CanFindInContentBrowser to AssetEditorToolkit.
False for LevelSequenceEditorToolkit so that sequencer doesn't take over Find In Content Browser and show only the sequencer asset.
#jira UE-46241
Change 3509282 by Bradut.Palas
#jira UE-45337
Removed check for Actor->GetWorld() against GWorld because the latter would switch between editor world and PIE world during a tick, causing the widget to not update properly.
Since the Actor would always point to the PIE world, the check was no longer needed.
Change 3509298 by Nick.Darnell
Slate - Now has better support for analog navigation, the NavigationConfig is now created per user, and has the ability to deal with repeats and can handle navigation better by waiting until the user has moved enough to intend a direction to move.
Change 3509313 by Bradut.Palas
#jira UE-44630
As the bug description says, the Undo History was not refreshing correctly because an undo coupled with an action would result in the same number of transactions as the previous tick. Now we also check the variation of undo actions count in order to refresh the list.
Change 3509318 by Bradut.Palas
#jira UE-1406
To fix the issue we simply close the Consolidate window if ListViewItems is empty.
Change 3509402 by Nick.Darnell
PR #3703: UE-46362: Fixing typo in EUMGSequencePlayMode.PingPong comment (Contributed by gsfreema)
Change 3510447 by Arciel.Rekman
ReplayProxy: changed protected to private.
Change 3510467 by Max.Chen
Property Editor: Disable color widget when editing is disabled.
#jira UE-46331
Change 3511249 by Matt.Kuhlenschmidt
PR #3715: Turn off the automatic expiration of the restore assets notification (Contributed by IHappyDayI)
Change 3511286 by Matt.Kuhlenschmidt
Added ability to set properties from USD attributes when using scene import to import USD files. See
UsdPropTestScene.usda for an example file of how this works
Change 3511528 by Cody.Albert
Updated FMoviePlayerWidgetRenderer to use Slate time instea of application time
Change 3512149 by Matt.Kuhlenschmidt
Dont save non-dirty built data when playing PIE in a standalone process
#jira UE-46422
Change 3512259 by Matt.Kuhlenschmidt
Fix static analysis
Change 3512291 by Matt.Kuhlenschmidt
PR #3719: Updating UEditorEngine::ReplaceActors to not copy array of actors (Contributed by gsfreema)
Change 3512911 by Matt.Kuhlenschmidt
Fixed USD property setting crashing if the usd file contained an array with 0 elements.
Fixed USD property setting creating invalid tmaps if the usd file contained a key that already existed
Change 3513725 by Matt.Kuhlenschmidt
PR #3726: Copy/paste fix for SAdvancedDropdownRow::Construct() (Contributed by jovisgCL)
Change 3514453 by Jamie.Dale
Added a way to set the UEnum used by a UEnumProperty after using the default constructor
This will assert if called on an instance that has already been initialized
Change 3514858 by Alexis.Matte
Fix crash when importing animation and choosing a different value for option "Import Meshes In Bone Hierarchy" then the value use to import the skeletal mesh. In some case there is no skinned mesh.
Change 3514875 by Matt.Kuhlenschmidt
PR #3721: Fixed. Screen Message was showed always when screenshot is captured(F9) (Contributed by shuaiharry)
Change 3515859 by Bradut.Palas
#jira UE-46516
The RenameTextBox didn't handle the OnTextCommitted event (which can be triggered when pressing Enter in the box). Now it does.
Change 3515998 by Jamie.Dale
Adding missing ) to some log messages
Change 3517681 by Matt.Kuhlenschmidt
Fix automated import not applying any texure settings to imported textures
Change 3517703 by Nick.Darnell
Slate - Marking SWidget's destructor as virtual (it always has been because of the parent), but this makes it more obvious.
Change 3517737 by Nick.Darnell
Slate - The retainer widget now only knows how to store the images in gamma space, rather than rendering in linear and storing using sRGB writes. If you do it that way - you end up in a state of having premultiplied linear space stored in sRGB, and getting that back into a state that looks correct when you finally render it with the rest of Slate becomes very difficult, so to make things simpler
Change 3517758 by Nick.Darnell
UMG - Updating the retainer box categories and visibility.
Change 3517795 by Nick.Darnell
Slate - We now don't do inherited volatility if we're also caching.
Change 3517861 by Matt.Kuhlenschmidt
Update windows USD to .75
Change 3517867 by Matt.Kuhlenschmidt
Delete OpenEXR from USD dependencies. It is no longer used
Change 3517873 by Matt.Kuhlenschmidt
Updated USD windows binaries
Change 3517896 by Max.Chen
Sequencer: Call SkyLightComponent's SetLightColor() directly, similar to LightComponent
#jira UE-46669
Change 3518240 by Max.Chen
Sequencer: Set needs update when binding.
#jira UE-46619
Change 3518492 by Max.Chen
Sequencer: If already at the correct play position, don't jump to it. This fixes a bug where if you play to a position and pause, resuming play will playforward and not keep pausing.
#jira UE-45996, UE-45997
Change 3518997 by Max.Chen
Fbx: Fix aperture width, height, focal length and field of view calculations.
#jira UE-46754
Change 3520190 by Jamie.Dale
Cleaned up SCC log spam when finding out-of-date dependencies
Change 3520237 by Yannick.Lange
VR Editor: cleanup auto entry. Removed TimeSinceHMDChecked and added extra check for if there is currently a vr mode active.
Change 3520923 by Max.Chen
Sequencer: Refactor displaying sequencer settings in editor so that they're always available and not only when the sequencer type is instantiated.
#jira UE-46301
Change 3521212 by Matt.Kuhlenschmidt
PR #3757: MAX_NAME_LENGHT -> MAX_NAME_LENGTH (Contributed by Josef-CL)
#jira UE-46821
Change 3521216 by Matt.Kuhlenschmidt
PR #3751: Spelling fix for ESlateVisibility comment (Contributed by Triplelexx)
#jira UE-46810
Change 3521221 by Matt.Kuhlenschmidt
PR #3733: UE-46683: Don't increment MovieIndex when playing next movie (Contributed by projectgheist)
#jira UE-46683,UE-46714
Change 3521344 by Yannick.Lange
Fix selection tools in the Levels editor window. After selecting all levels SWorldHierarchyImpl::OnUpdateSelection used GetSelectedTreeItems(). At that point the tree items were not updated yet and it would return the 'previous' items. Making it look like nothing happened. Instead WorldModel->GetSelectedLevels() had to be used to get the new list of selected levels (this was used in 4.16) and then convert the list of FLevelModel to the new system that uses WorldHierarchy::FWorldTreeItemID.
#jira UE-46741
Change 3521825 by Joe.Graf
#Xb1
Added missing VectorSetFloat1 by copying the one in UnrealMathSSE.h
#CodeReview: ben.woodhouse
Change 3522114 by Joe.Graf
#Xb1
Changed the missing VectorSetFloat1 to use MakeRegisterVector to be more consistent with other Xbox defines per Ben's code review
#CodeReview: ben.woodhouse
Change 3524202 by Matt.Kuhlenschmidt
Prevent resizing when a context menu is open. This prevents a number of rare crashes when a window is resized when a child menu is open causing the child to lose connection to the parent (happens when the parent widgets are clipped and no longer processed). This is consistent with behavior on windows and mac.
#jira UE-46653
Change 3524263 by Bradut.Palas
#jira UE-46671
The issue happened because a parent callback of OnAssetRenameCommitted would allow an implicit sync and it would reset the search. Solved by blocking the parent callback if the user is searching.
Change 3524265 by Bradut.Palas
#jira UE-46261
Console command was doing something illegal. Opening a map from editor when multiprocess and client mode were enabled is prohibited by code in Playlevel.cpp (( !CanRunUnderOneProcess && PlayNetMode == EPlayNetMode::PIE_Client ))
Solved by banning that specific use of the command.
Change 3524266 by Bradut.Palas
#jira UE-45592
The bug was caused by an iteration in EndPlayMap() that re-selected all previous actors but without the notify flag (hence, not triggering the code that validated showing the transform widget). Fixed by notifying just once per group, for performance reasons.
Change 3524585 by Bradut.Palas
Back out changelist 3524265 until I can figure out why the build system doesn't like it.
Change 3525921 by Bradut.Palas
Resubmitting revision 3524265 with properly guarded editor code (#if WITH_EDITOR)
Change 3526124 by Matt.Kuhlenschmidt
Remvoe debug canvas proxy
Change 3526139 by Matt.Kuhlenschmidt
Force low quality fallback mode on ES2 devices for slate blur widgets. This feature does not work on es2
Change 3526663 by Cody.Albert
Fixed sequencer bindings to correctly work on streamed level in standalone preview mode
Change 3527028 by Cody.Albert
Back out changelist 3526663
Change 3527241 by Cody.Albert
Fixed sequencer bindings to correctly work on streamed level in standalone preview mode
Change 3527829 by Max.Chen
Fbx: Add static transform values to curve data import.
#jira UE-46888
Change 3527830 by Max.Chen
Sequencer: Import static/default transforms and camera focal lengths from fbx.
#jira UE-46888
Change 3528768 by Matt.Kuhlenschmidt
Refactor of GetDetailsView method on IDetalLayoutBuilder for some upcoming changes. There is no longer a guarantee that a physical details panel is present wwhen customizing a property so GetDetailsView now returns a pointer and will be null if no details view exists. This refactor is necessary for a change to allow us to make loose property widgets for use outside of a details view.
Change 3528776 by Yannick.Lange
Allow thumbnails to be captured from a viewport always.
#jira UE-45392
Change 3530675 by Michael.Dupuis
#jira UE-46913 : Added extra validation to prevent possible crash
Change 3530991 by Matt.Kuhlenschmidt
Added ability for users to specifiy usd plugins for the USD importer
Change 3531110 by Matt.Kuhlenschmidt
Added automated import support for USD.
Automated import now also supports loading a level per import group so that factories may spawn actors and manipulate the level
Change 3531119 by Matt.Kuhlenschmidt
USD Scene import now uses actor factories to determine the correct actor type to spawn for an asset specified in USD
Change 3531220 by Jamie.Dale
Fixed some places that were iterating over sets/maps using their element indices as if they were the sparse indices
Change 3531831 by Cody.Albert
BP nodes can no longer be renamed on read-only graphs.
Change 3531938 by Yannick.Lange
Enable setting justification at runtime for multi-line text boxes.
#jira UE-44801
Change 3533011 by Matt.Kuhlenschmidt
Exporting render targets now chooses PNG if the render target format is an LDR format
Change 3533370 by Arciel.Rekman
Fix comparison of the RT format.
Change 3533717 by Nick.Darnell
Slate - Adding justification to SEditableText and SpinBox, also adding the field for UMG.
Change 3534756 by Arciel.Rekman
Linux: add path to bundled GL headers.
- Seems like we have been implicitly relying on it being added someplace else or simply present in the system.
- Change by Cengiz.Terzibas
Change 3535421 by Arciel.Rekman
Reduce SCW logspam on Linux (UE-46634)
#jira UE-46634
Change 3537520 by Matt.Kuhlenschmidt
PR #3780: Fix typo steam to stream (Contributed by YuchenMei)
Change 3537539 by Nick.Darnell
UMG - Fixing a bug with aspect ratio locking cameras when in HDPI mode, the spaces were slightly different. Moving over the code that calculates the offsets to function in normalized space, so that it's trivial to combine with the existing normalized viewport dimensions and offset information, without space confusion.
Change 3537542 by Nick.Darnell
UMG - Fixing some bugs with the retainer widget which was not properly resetting or registering the hit testing information when rendered every frame. This should fix some issues that have been seen with clicks locking the viewport rendering, or not being clickable.
Change 3537596 by Alexis.Matte
Fbx SDK 2018.1.1 Integration
#jira UE-45070
Change 3537672 by Matt.Kuhlenschmidt
Simple fix for seconds of time being spent refreshing the settings editor if commands are registered while it is open. The request to refresh is deferred until next tick, meaning that each command list registered in a frame is not refreshing the details panel.
Change 3537796 by Alexis.Matte
Make sure all general settings are persist when we re-import a staticmesh from fbx file.
#jira UE-46829
Change 3537961 by Michael.Dupuis
#jira UE-47222: Prevent possible crash in some bad drag & drop case
Change 3538149 by Alexis.Matte
Make sure we export NTB information instead of just the normal when exporting to fbx
#jira UE-46785
Change 3538237 by Alexis.Matte
Fix import of large fbx scene (over 2 Gb) pr #3784
#jira UE-47124
Change 3538270 by Lauren.Ridge
Epic Friday: Preview scenes in material editors
Change 3539707 by Yannick.Lange
Optimize viewport interactor hitresult for laser. Store the first hitresult and use that when calling UViewportInteractor::GetHitResultFromLaserPointer multiple times a frame.
Change 3539964 by Lauren.Ridge
Fix for cubemap not persisting between loads
Change 3540321 by Arciel.Rekman
Linux: CEF rebuilt with fewer dependencies (UE-46433).
- Removed source-only binary to save size (we can link to the runtime one, this also allows RPATH to be generated automatically).
- Change by Cengiz.Terzibas, polished by RCL.
Change 3540458 by Alexis.Matte
Fix the HDR pixel inspector. The HDR value is now RGBA in editor viewport and RGB in Game mode.
#jira UE-47199
Change 3540681 by Arciel.Rekman
Linux: fix flickering (UE-46351) - redoing fix from 4.17
- Slate rendering policy can set a scissor rect equal to a (smaller) window, which would get inherited by the scene renderer later.
#jira UE-46351
(Redoing the fix from CL 3538578 in 4.17).
Change 3540838 by Matt.Kuhlenschmidt
Fix locked actors still being moved by piloting them
Change 3542212 by Nick.Darnell
Slate - Fixing a crash with per character wrapping. When used in rich text fields, it can cause a crash due to negative lengths for measurements, due to the way we calculate start and end indexes. New code now ensures the End is always >= to the Start.
Change 3544033 by Arciel.Rekman
Drop and deprecate /-prefixed commandline switches.
- Dropped on all platforms except Windows, where it will produce a warning. Complete drop is expected in 4.19.
Change 3544213 by Nick.Darnell
Slate - Fixing another potential crash with the slate loading thread. The default movie player was listening for map load finishing using the AddSP callaback, which means the weakptr would be accessed, switching these over to AddRaws to be safer.
Change 3546113 by Nick.Darnell
Slate - Resurecting the slate visualizer support in the slate renderer for batch visualization, and overdraw.
Change 3547129 by Michael.Trepka
Few small changes that make UnrealBuildTool faster when running on Mono
Change 3547454 by Jamie.Dale
Added search to editable texts
Change 3547460 by Jamie.Dale
The output log now applies a search to its editable text when filtering
This highlights the term matches on each line
Change 3548177 by Jamie.Dale
Optimized PO entry look-up
Change 3548287 by Matt.Kuhlenschmidt
Fix one off speedtree crash
#jira UE-47538
Change 3548377 by Lauren.Ridge
Checking that the Environment Map Path is set before trying to load it.
#jira UE-47365
Change 3548628 by Matt.Kuhlenschmidt
Fix focus graphic for tabs not pointing to the correct image
Change 3549289 by Max.Chen
Movie Scene Capture: Move window to within the desktop bounds when resizing.
#jira UE-37330
Change 3549290 by Arciel.Rekman
Fix hlslcc not working properly with newer clangs.
- Both the clang 3.8+ problem and UB reported by UBSan.
Change 3550573 by Max.Chen
Sequencer: Track drag drop.
Implement drag and drop onto a camera track, subscene track, and cinematic shot track.
#jira UE-45773
#jira UE-45387
Change 3550729 by Max.Chen
Sequence Recorder: Add interpolation and tangent settings for animation recording keys
#jira UE-46146
Change 3551558 by Nick.Darnell
UMG - Tweaking some designer elements, playing around with a 'real-time' mode. Also fixing a bug with decendant widgets in named slots not triggering design effects like updating the widget switcher.
#jira UE-39404
Change 3551671 by Joe.Graf
Merged over the change to expose more of dormancy to Blueprints (UE-46240)
Change 3551684 by Cody.Albert
Removing some unused code from map check
Change 3552673 by Yannick.Lange
Fix crash select all levels with folders in the treewidget.
Change 3552960 by Yannick.Lange
Frontend filter for files referenced by any level in the project and a filter for not referenced by any level.
#jira UE-22153
Change 3553727 by Max.Chen
Sequencer: Capture thumbnail before pre save so that the thumbnail isn't captured with the evaluation in a reset state.
#jira UE-47693
Change 3553778 by Arciel.Rekman
Cache check for compiler availability (UE-47699).
- Fixes performance drop in the blueprint editor. Better than caching in a particular source accessors because affects all accessors (incl. Mac which isn't cached either) and reduces calls.
Change 3554128 by Matt.Kuhlenschmidt
Null out GEditor after it has been destoyed. Any modules that access GEditor can now properly check for a null geditor instead of blindly accessing it
Change 3554266 by Max.Chen
Movie Scene Capture: Override cinematic mode in the movie scene capture.
#jira UE-33473
Change 3555563 by Alexis.Matte
Fix static mesh screensize lost when converting from an old version. The conversion require valid extended bounds which was converted after the LOD screensize.
#jira UE-47697
Change 3555755 by Yannick.Lange
VR Editor: Add exit button inside new menu called "system" on radial menu. Still needs correct icons.
Change 3556334 by Matt.Kuhlenschmidt
Added a new type of property editor called a property row generator. This is essentially a details panel that can generate each unique row but adds no visual styling around the property editors and does not generate a master tree widget for the properties. This is useful for creating proper widgets for properties and displaying them in a UI that is not the details panel
Change 3558100 by Matt.Kuhlenschmidt
PR #3823: Incorrect comment syntax in ini files (Contributed by projectgheist)
Change 3558240 by Lauren.Ridge
Move floor in material editor preview scene based on preview mesh
Change 3558242 by Matt.Kuhlenschmidt
Fix console variables help page showing only rendering cvars by default
Change 3558243 by Matt.Kuhlenschmidt
Fix static analysis
Change 3558342 by Alexis.Matte
Make the code to find the best sample rate to import fbx animation more simple and more robust. The code need to be able to support all the possible case.
Add a lot of animation sample rate automation tests
#jira UE-47342
Change 3558515 by Yannick.Lange
VR Editor: Changed icon for system and exit button on radial menu.
Change 3558973 by Matt.Kuhlenschmidt
Fix camera placement of the default map
Change 3559230 by Arciel.Rekman
Do not link CEF3 for servers (UE-47721).
Change 3559572 by Arciel.Rekman
Linux: make sure the engine is rebuilt during the updates.
Change 3560197 by Arciel.Rekman
Linux: cosmetic cleanup of an old code.
Change 3560904 by Max.Chen
Movie Scene Capture: Expose "Open Folder" hyperlink while capturing.
Change 3561213 by Matt.Kuhlenschmidt
Enable USD by default in QA game for testing
Change 3561928 by Matt.Kuhlenschmidt
Fix green glowing in the mateiral editor
#jira UE-47826
Change 3562259 by Arciel.Rekman
Made FPlatformMisc::DebugBreak() not inlined on Linux.
- Saves a great deal of binary size without really impacting a performance.
Change 3562630 by Arciel.Rekman
Make Linux editor compilable with clang 5.0-rc1.
Change 3563564 by Yannick.Lange
Fix Cube Static Mesh Thumbnail renders black. Cleared out the thumbnail, causing it to create the correct new one.
#jira UE-47777
Change 3564529 by Jamie.Dale
Const-correct UScriptStruct::ExportText
Change 3564972 by Alexis.Matte
Fix staticmesh merge applying build scale multiple time Git PR #3807
#jira UE-47645
Change 3565253 by Arciel.Rekman
Fix "Anim to Play" being inaccessible after import (UE-47885).
- The variable was not initialized and could remain false on Linux.
#jira UE-47885
Change 3565293 by Jamie.Dale
Merged "Categories" into the main Output Log filter list
Change 3565939 by Alexis.Matte
Back out revision 3 from //UE4/Dev-Editor/Engine/Source/Developer/MeshMergeUtilities/Private/MeshMergeHelpers.cpp
Change 3566081 by Alexis.Matte
Fix staticmesh merge applying scale twice PR #3807
#jira UE-47645
Change 3566232 by Matt.Kuhlenschmidt
Fix edit inline properties not clipping properly
#jira UE-47775
[CL 3567077 by Matt Kuhlenschmidt in Main branch]
2017-08-01 15:55:31 -04:00
|
|
|
const int32 MAX_NAME_LENGHT = FProgramCounterSymbolInfo::MAX_NAME_LENGTH;
|
2015-03-02 07:52:38 -05:00
|
|
|
int32 NumValidFunctionNames = 0;
|
2014-03-14 14:13:41 -04:00
|
|
|
|
2014-07-14 06:53:12 -04:00
|
|
|
FCrashExceptionInfo& Exception = CrashInfo.Exception;
|
2014-03-14 14:13:41 -04:00
|
|
|
|
2015-01-19 04:02:38 -05:00
|
|
|
FMemMark Mark(FMemStack::Get());
|
|
|
|
|
|
|
|
|
|
//const float int int32 FString
|
2015-03-02 07:52:38 -05:00
|
|
|
const int32 ContextSize = 4096;
|
|
|
|
|
byte* Context = new(FMemStack::Get()) byte[ContextSize];
|
2014-03-14 14:13:41 -04:00
|
|
|
ULONG DebugEvent = 0;
|
|
|
|
|
ULONG ProcessID = 0;
|
|
|
|
|
ULONG ThreadID = 0;
|
2015-03-02 07:52:38 -05:00
|
|
|
ULONG ContextUsed = 0;
|
2014-03-14 14:13:41 -04:00
|
|
|
|
|
|
|
|
// Get the context of the crashed thread
|
2015-04-08 14:46:25 -04:00
|
|
|
HRESULT hr = Control->GetStoredEventInformation(&DebugEvent, &ProcessID, &ThreadID, Context, ContextSize, &ContextUsed, NULL, 0, 0);
|
|
|
|
|
if( FAILED(hr) )
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2015-03-02 07:52:38 -05:00
|
|
|
return NumValidFunctionNames;
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Some magic number checks
|
2015-03-02 07:52:38 -05:00
|
|
|
if( ContextUsed == 716 )
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2015-03-02 07:52:38 -05:00
|
|
|
UE_LOG( LogCrashDebugHelper, Log, TEXT( "Context size matches x86 sizeof( CONTEXT )" ) );
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
2015-03-02 07:52:38 -05:00
|
|
|
else if( ContextUsed == 1232 )
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2015-03-02 07:52:38 -05:00
|
|
|
UE_LOG( LogCrashDebugHelper, Log, TEXT( "Context size matches x64 sizeof( CONTEXT )" ) );
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Get the entire stack trace
|
2015-05-06 11:58:31 -04:00
|
|
|
const uint32 MaxFrames = 8192;
|
2015-03-02 07:52:38 -05:00
|
|
|
const uint32 MaxFramesSize = MaxFrames * ContextUsed;
|
2014-03-14 14:13:41 -04:00
|
|
|
|
2015-01-19 04:02:38 -05:00
|
|
|
DEBUG_STACK_FRAME* StackFrames = new(FMemStack::Get()) DEBUG_STACK_FRAME[MaxFrames];
|
2014-03-14 14:13:41 -04:00
|
|
|
ULONG Count = 0;
|
|
|
|
|
bool bFoundSourceFile = false;
|
2015-01-19 04:02:38 -05:00
|
|
|
void* ContextData = FMemStack::Get().PushBytes( MaxFramesSize, 0 );
|
2014-03-14 14:13:41 -04:00
|
|
|
FMemory::Memzero( ContextData, MaxFramesSize );
|
2016-09-02 09:58:53 -04:00
|
|
|
UE_LOG(LogCrashDebugHelper, Log, TEXT("Running GetContextStackTrace()"));
|
2015-03-02 07:52:38 -05:00
|
|
|
HRESULT HR = Control->GetContextStackTrace( Context, ContextUsed, StackFrames, MaxFrames, ContextData, MaxFramesSize, ContextUsed, &Count );
|
2016-09-02 09:58:53 -04:00
|
|
|
UE_LOG(LogCrashDebugHelper, Log, TEXT("GetContextStackTrace() got %d frames"), Count);
|
2014-03-14 14:13:41 -04:00
|
|
|
|
2015-06-19 06:00:12 -04:00
|
|
|
int32 AssertOrEnsureIndex = -1;
|
2015-05-06 11:58:31 -04:00
|
|
|
|
2014-03-14 14:13:41 -04:00
|
|
|
for( uint32 StackIndex = 0; StackIndex < Count; StackIndex++ )
|
2015-03-02 07:52:38 -05:00
|
|
|
{
|
|
|
|
|
const uint64 Offset = StackFrames[StackIndex].InstructionOffset;
|
2014-03-14 14:13:41 -04:00
|
|
|
|
2014-07-14 06:53:12 -04:00
|
|
|
if( IsOffsetWithinModules( Offset ) )
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
|
|
|
|
// Get the module, function, and offset
|
|
|
|
|
uint64 Displacement = 0;
|
2015-03-02 07:52:38 -05:00
|
|
|
TCHAR NameByOffset[MAX_PATH] = {0};
|
|
|
|
|
Symbol->GetNameByOffsetWide( Offset, NameByOffset, ARRAYSIZE( NameByOffset ) - 1, NULL, &Displacement );
|
|
|
|
|
FString ModuleAndFunction = NameByOffset;
|
2014-03-14 14:13:41 -04:00
|
|
|
|
2015-03-02 07:52:38 -05:00
|
|
|
// Don't care about any more entries higher than this
|
2015-06-19 06:00:12 -04:00
|
|
|
if (ModuleAndFunction.Contains( TEXT( "tmainCRTStartup" ) ) || ModuleAndFunction.Contains( TEXT( "FRunnableThreadWin::GuardedRun" ) ))
|
2015-03-02 07:52:38 -05:00
|
|
|
{
|
|
|
|
|
break;
|
|
|
|
|
}
|
2014-03-14 14:13:41 -04:00
|
|
|
|
|
|
|
|
// Look for source file name and line number
|
|
|
|
|
TCHAR SourceName[MAX_PATH] = { 0 };
|
|
|
|
|
ULONG LineNumber = 0;
|
|
|
|
|
Symbol->GetLineByOffsetWide( Offset, &LineNumber, SourceName, ARRAYSIZE( SourceName ) - 1, NULL, NULL );
|
|
|
|
|
|
|
|
|
|
// Remember the top of the stack to locate in the source file
|
2015-03-02 07:52:38 -05:00
|
|
|
if( !bFoundSourceFile && FCString::Strlen( SourceName ) > 0 && LineNumber > 0 )
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2014-07-14 06:53:12 -04:00
|
|
|
CrashInfo.SourceFile = ExtractRelativePath( TEXT( "source" ), SourceName );
|
|
|
|
|
CrashInfo.SourceLineNumber = LineNumber;
|
2014-03-14 14:13:41 -04:00
|
|
|
bFoundSourceFile = true;
|
|
|
|
|
}
|
|
|
|
|
|
2015-03-02 07:52:38 -05:00
|
|
|
FString ModuleName;
|
|
|
|
|
FString FunctionName;
|
2014-03-14 14:13:41 -04:00
|
|
|
// According to MSDN, the symbol name will include an ! if the function name could be discovered, delimiting it from the module name
|
2015-03-02 07:52:38 -05:00
|
|
|
// https://msdn.microsoft.com/en-us/library/windows/hardware/ff547186(v=vs.85).aspx
|
|
|
|
|
if( ModuleAndFunction.Contains( TEXT( "!" ) ) )
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2015-03-02 07:52:38 -05:00
|
|
|
NumValidFunctionNames++;
|
|
|
|
|
|
|
|
|
|
ModuleAndFunction.Split( TEXT( "!" ), &ModuleName, &FunctionName );
|
|
|
|
|
FunctionName += TEXT( "()" );
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
ModuleName = ModuleAndFunction;
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
|
2016-01-27 12:09:53 -05:00
|
|
|
// #CrashReport: 2015-07-24 Add this to other platforms
|
2015-03-02 07:52:38 -05:00
|
|
|
// If we find an assert, the actual source file we're interested in is the next one up, so reset the source file found flag
|
|
|
|
|
if( FunctionName.Len() > 0 )
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2015-05-06 11:58:31 -04:00
|
|
|
if( FunctionName.Contains( TEXT( "FDebug::" ), ESearchCase::CaseSensitive )
|
|
|
|
|
|| FunctionName.Contains( TEXT( "NewReportEnsure" ), ESearchCase::CaseSensitive ) )
|
2015-03-02 07:52:38 -05:00
|
|
|
{
|
|
|
|
|
bFoundSourceFile = false;
|
2016-08-03 10:55:57 -04:00
|
|
|
AssertOrEnsureIndex = Exception.CallStackString.Num();
|
2015-03-02 07:52:38 -05:00
|
|
|
}
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
|
2015-03-02 07:52:38 -05:00
|
|
|
// FString InModuleName, FString InFunctionName, FString InFilename, uint32 InLineNumber, uint64 InSymbolDisplacement, uint64 InOffsetInModule, uint64 InProgramCounter
|
|
|
|
|
FProgramCounterSymbolInfoEx SymbolInfo( ModuleName, FunctionName, SourceName, LineNumber, Displacement, Offset, 0 );
|
|
|
|
|
FString GenericFormattedCallstackLine;
|
|
|
|
|
FGenericPlatformStackWalk::SymbolInfoToHumanReadableStringEx( SymbolInfo, GenericFormattedCallstackLine );
|
|
|
|
|
Exception.CallStackString.Add( GenericFormattedCallstackLine );
|
2014-03-14 14:13:41 -04:00
|
|
|
|
2015-03-02 07:52:38 -05:00
|
|
|
UE_LOG( LogCrashDebugHelper, Log, TEXT( "%3u: %s" ), StackIndex, *GenericFormattedCallstackLine );
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2015-05-06 11:58:31 -04:00
|
|
|
// Remove callstack entries below FDebug, we don't need them.
|
2016-08-03 10:55:57 -04:00
|
|
|
if (bTrimCallstack && AssertOrEnsureIndex > 0)
|
2015-05-06 11:58:31 -04:00
|
|
|
{
|
2015-06-19 06:00:12 -04:00
|
|
|
Exception.CallStackString.RemoveAt( 0, AssertOrEnsureIndex );
|
2015-05-06 11:58:31 -04:00
|
|
|
UE_LOG( LogCrashDebugHelper, Warning, TEXT( "Callstack trimmed to %i entries" ), Exception.CallStackString.Num() );
|
|
|
|
|
}
|
|
|
|
|
|
2015-03-02 07:52:38 -05:00
|
|
|
UE_LOG( LogCrashDebugHelper, Warning, TEXT( "Callstack generated with %i valid function names" ), NumValidFunctionNames );
|
2014-03-14 14:13:41 -04:00
|
|
|
|
2015-03-02 07:52:38 -05:00
|
|
|
return NumValidFunctionNames;
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
|
2015-03-02 07:52:38 -05:00
|
|
|
|
2014-07-14 06:53:12 -04:00
|
|
|
bool FWindowsPlatformStackWalkExt::OpenDumpFile( const FString& InCrashDumpFilename )
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2014-07-14 06:53:12 -04:00
|
|
|
const bool bFound = IFileManager::Get().FileSize( *InCrashDumpFilename ) != INDEX_NONE;
|
|
|
|
|
if( !bFound )
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2015-03-02 07:52:38 -05:00
|
|
|
UE_LOG( LogCrashDebugHelper, Warning, TEXT( "Failed to find minidump file: %s" ), *InCrashDumpFilename );
|
2014-03-14 14:13:41 -04:00
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
2015-04-08 14:46:25 -04:00
|
|
|
HRESULT hr = Client->OpenDumpFileWide(*InCrashDumpFilename, NULL);
|
|
|
|
|
if(FAILED(hr) )
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2015-03-02 07:52:38 -05:00
|
|
|
UE_LOG( LogCrashDebugHelper, Warning, TEXT( "Failed to open minidump file: %s" ), *InCrashDumpFilename );
|
2014-03-14 14:13:41 -04:00
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if( Control->WaitForEvent( 0, INFINITE ) != S_OK )
|
|
|
|
|
{
|
2015-03-02 07:52:38 -05:00
|
|
|
UE_LOG( LogCrashDebugHelper, Warning, TEXT( "Failed while waiting for minidump to load: %s" ), *InCrashDumpFilename );
|
2014-03-14 14:13:41 -04:00
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
2015-03-02 07:52:38 -05:00
|
|
|
UE_LOG( LogCrashDebugHelper, Log, TEXT( "Successfully opened minidump: %s" ), *InCrashDumpFilename );
|
2014-03-14 14:13:41 -04:00
|
|
|
return true;
|
|
|
|
|
}
|