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UnrealEngineUWP/Engine/Source/Developer/CrashDebugHelper/Private/Windows/WindowsPlatformStackWalkExt.cpp

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "WindowsPlatformStackWalkExt.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 "GenericPlatform/GenericPlatformStackWalk.h"
#include "GenericPlatform/GenericPlatformCrashContext.h"
#include "CrashDebugPDBCache.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 "Misc/Parse.h"
#include "Misc/CommandLine.h"
#include "Misc/MemStack.h"
#include "Misc/Paths.h"
#include "HAL/PlatformProcess.h"
#include "HAL/FileManager.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 "WindowsHWrapper.h"
#include "AllowWindowsPlatformTypes.h"
#include "dbgeng.h"
#include <DbgHelp.h>
#include "HideWindowsPlatformTypes.h"
#pragma comment( lib, "dbgeng.lib" )
static IDebugClient5* Client = NULL;
static IDebugControl4* Control = NULL;
static IDebugSymbols3* Symbol = NULL;
static IDebugAdvanced3* Advanced = NULL;
FWindowsPlatformStackWalkExt::FWindowsPlatformStackWalkExt( FCrashInfo& InCrashInfo )
: CrashInfo( InCrashInfo )
{}
FWindowsPlatformStackWalkExt::~FWindowsPlatformStackWalkExt()
{
ShutdownStackWalking();
}
bool FWindowsPlatformStackWalkExt::InitStackWalking()
{
if (!FWindowsPlatformMisc::CoInitialize())
{
return false;
}
check( DebugCreate( __uuidof( IDebugClient5 ), ( void** )&Client ) == S_OK );
check( Client->QueryInterface( __uuidof( IDebugControl4 ), ( void** )&Control ) == S_OK );
check( Client->QueryInterface( __uuidof( IDebugSymbols3 ), ( void** )&Symbol ) == S_OK );
check( Client->QueryInterface( __uuidof( IDebugAdvanced3 ), ( void** )&Advanced ) == S_OK );
return true;
}
void FWindowsPlatformStackWalkExt::ShutdownStackWalking()
{
Advanced->Release();
Symbol->Release();
Control->Release();
Client->Release();
FWindowsPlatformMisc::CoUninitialize();
}
/**
*
*/
void FWindowsPlatformStackWalkExt::InitSymbols()
{
ULONG SymOpts = 0;
// Load line information
SymOpts |= SYMOPT_LOAD_LINES;
SymOpts |= SYMOPT_OMAP_FIND_NEAREST;
// Fail if a critical error is encountered
SymOpts |= SYMOPT_FAIL_CRITICAL_ERRORS;
// Always load immediately; no deferred loading
SymOpts |= SYMOPT_DEFERRED_LOADS;
// Require an exact symbol match
SymOpts |= SYMOPT_EXACT_SYMBOLS;
// This option allows for undecorated names to be handled by the symbol engine.
SymOpts |= SYMOPT_UNDNAME;
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
#ifdef _DEBUG
// Disable by default as it can be very spammy/slow. Turn it on if you are debugging symbol look-up!
SymOpts |= SYMOPT_DEBUG;
#endif // _DEBUG
Symbol->SetSymbolOptions( SymOpts );
}
FString FWindowsPlatformStackWalkExt::ExtractRelativePath( const TCHAR* BaseName, TCHAR* FullName )
{
FString FullPath = FString( FullName ).ToLower();
FullPath = FullPath.Replace( 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;
}
void FWindowsPlatformStackWalkExt::GetExeFileVersionAndModuleList( FCrashModuleInfo& out_ExeFileVersion )
{
// The the number of loaded modules
ULONG LoadedModuleCount = 0;
ULONG UnloadedModuleCount = 0;
Symbol->GetNumberModules( &LoadedModuleCount, &UnloadedModuleCount );
UE_LOG( LogCrashDebugHelper, Log, TEXT( "Modules loaded: %i, unloaded: %i" ), LoadedModuleCount, UnloadedModuleCount );
// 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
TCHAR ModuleName[MAX_PATH] = {0};
Symbol->GetModuleNameStringWide( DEBUG_MODNAME_IMAGE, ModuleIndex, ModuleBase, ModuleName, MAX_PATH, NULL );
const FString RelativeModuleName = ExtractRelativePath( TEXT( "binaries" ), ModuleName );
// Get the exe, which we extract the version number, so we know what label to sync to
if (RelativeModuleName.Len() > 0 && RelativeModuleName.EndsWith( TEXT( ".exe" ) ))
{
ExecutableIndex = ModuleIndex;
}
// Add only modules in Binaries folders
if (RelativeModuleName.Len() > 0)
{
CrashInfo.ModuleNames.Add( ModuleName );
}
}
// Get the executable version info.
if( ExecutableIndex > -1 )
{
VS_FIXEDFILEINFO VersionInfo = {0};
Symbol->GetModuleVersionInformationWide( ExecutableIndex, 0, TEXT( "\\" ), &VersionInfo, sizeof( VS_FIXEDFILEINFO ), NULL );
out_ExeFileVersion.Major = HIWORD( VersionInfo.dwProductVersionMS );
out_ExeFileVersion.Minor = LOWORD( VersionInfo.dwProductVersionMS );
out_ExeFileVersion.Patch = HIWORD( VersionInfo.dwProductVersionLS );
}
else
{
UE_LOG( LogCrashDebugHelper, Warning, TEXT( "Unable to locate the executable" ) );
}
}
void FWindowsPlatformStackWalkExt::SetSymbolPathsFromModules()
{
const bool bUseCachedData = CrashInfo.PDBCacheEntry.IsValid();
FString CombinedPath = TEXT( "" );
Copying //UE4/Dev-Core to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2717513 on 2015/10/06 by Robert.Manuszewski@Robert_Manuszewski_EGUK_M1 GC and WeakObjectPtr performance optimizations. - Moved some of the EObjectFlags to EInternalObjectFlags and merged them with FUObjectArray - Moved WeakObjectPtr serial numbersto FUObjectArray - Added pre-allocated UObject array Change 2716517 on 2015/10/05 by Robert.Manuszewski@Robert_Manuszewski_EGUK_M1 Make SavePackage thread safe UObject-wise so that StaticFindObject etc can't run in parallel when packages are being saved. Change 2721142 on 2015/10/08 by Mikolaj.Sieluzycki@Dev-Core_D0920 UHT will now use makefiles to speed up iterative runs. Change 2726320 on 2015/10/13 by Jaroslaw.Palczynski@jaroslaw.palczynski_D1732_2963 Hot-reload performance optimizations: 1. Got rid of redundant touched BPs optimization (which was necessary before major HR fixes submitted earlier). 2. Parallelized search for old CDOs referencers. Change 2759032 on 2015/11/09 by Graeme.Thornton@GThornton_DesktopMaster Dependency preloading improvements - Asset registry dependencies now resolve asset redirectors - Rearrange runtime loading to put dependency preloads within BeginLoad/EndLoad for the source package Change 2754342 on 2015/11/04 by Robert.Manuszewski@Robert_Manuszewski_Stream1 Allow UnfocusedVolumeMultiplier to be set programmatically Change 2764008 on 2015/11/12 by Robert.Manuszewski@Robert_Manuszewski_Stream1 When cooking, don't add imports that are outers of objects excluded from the current cook target. Change 2755562 on 2015/11/05 by Steve.Robb@Dev-Core Inline storage for TFunction. Fix for delegate inline storage on Win64. Some build fixes. Visualizer fixes for new TFunction format. Change 2735084 on 2015/10/20 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec CrashReporter Web - Search by Platform Added initial support for streams (GetBranchesAsListItems, CopyToJira) Change 2762387 on 2015/11/11 by Steve.Robb@Dev-Core Unnecessary allocation removed when loading empty files in FFileHelper::LoadFileToString. Change 2762632 on 2015/11/11 by Steve.Robb@Dev-Core Some TSet function optimisations: Avoiding unnecessary hashing of function arguments if the container is empty (rather than the hash being empty, which is not necessarily equivalent). Taking local copies of HashSize during iterations. Change 2762936 on 2015/11/11 by Steve.Robb@Dev-Core BulkData zero byte allocations are now handled by an RAII object which owns the memory. Change 2765758 on 2015/11/13 by Steve.Robb@Dev-Core FName::operator== and != optimised to be a single comparison. Change 2757195 on 2015/11/06 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec PR #1305: Improvements in CrashReporter for Symbol Server usage (Contributed by bozaro) Change 2760778 on 2015/11/10 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec PR #1725: Fixed typos in ProfilerCommon.h; Added comments (Contributed by BGR360) Also fixed starting condition. Change 2739804 on 2015/10/23 by Robert.Manuszewski@Robert_Manuszewski_Stream1 PR #1470: [UObjectGlobals] Do not overwrite instanced subobjects with ones from CDO (Contributed by slonopotamus) Change 2744733 on 2015/10/28 by Steve.Robb@Dev-Core PR #1540 - Specifying a different Saved folder at launch through a command line parameter Integrated and optimized. #lockdown Nick.Penwarden [CL 2772222 by Robert Manuszewski in Main branch]
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(";");
}
// For externally launched minidump diagnostics.
if( bUseCachedData )
{
TSet<FString> SymbolPaths;
for( const auto& Filename : CrashInfo.PDBCacheEntry->Files )
{
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 );
}
// For locally launched minidump diagnostics.
else
{
// Iterate over all loaded modules.
TSet<FString> SymbolPaths;
for (const auto& Filename : CrashInfo.ModuleNames)
{
const FString Path = FPaths::GetPath( Filename );
if( Path.Len() > 0 )
{
SymbolPaths.Add( Path );
}
}
for( const auto& SymbolPath : SymbolPaths )
{
CombinedPath += SymbolPath;
CombinedPath += TEXT( ";" );
}
// Set the symbol path
Symbol->SetImagePathWide( *CombinedPath );
Symbol->SetSymbolPathWide( *CombinedPath );
}
// 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")) ) )
{
UE_LOG( LogCrashDebugHelper, Warning, TEXT( "Error: symsrv.dll was not detected in: %s. Microsoft symbols will not be downloaded!" ), *BinariesDir );
}
if ( !FPaths::FileExists( FPaths::Combine(*BinariesDir, TEXT("symsrv.yes")) ) )
{
UE_LOG( LogCrashDebugHelper, Warning, TEXT( "symsrv.yes was not detected in: %s. This will cause a popup to confirm the license." ), *BinariesDir );
}
if ( !FPaths::FileExists( FPaths::Combine(*BinariesDir, TEXT("dbghelp.dll")) ) )
{
UE_LOG( LogCrashDebugHelper, Warning, TEXT( "Error: dbghelp.dll was not detected in: %s. Microsoft symbols will not be downloaded!" ), *BinariesDir );
}
Symbol->AppendImagePathWide( TEXT( "SRV*..\\..\\Intermediate\\SymbolCache*http://msdl.microsoft.com/download/symbols" ) );
Symbol->AppendSymbolPathWide( TEXT( "SRV*..\\..\\Intermediate\\SymbolCache*http://msdl.microsoft.com/download/symbols" ) );
}
TCHAR SymbolPath[16384] = { 0 };
Symbol->GetSymbolPathWide( SymbolPath, ARRAY_COUNT(SymbolPath), NULL );
TArray<FString> SymbolPaths;
FString( SymbolPath ).ParseIntoArray(SymbolPaths, TEXT(";"), true );
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;
FString( SymbolPath ).ParseIntoArray( ImagePaths, TEXT( ";" ), true );
UE_LOG( LogCrashDebugHelper, Log, TEXT( "Image paths" ) );
for( const auto& It : ImagePaths )
{
UE_LOG( LogCrashDebugHelper, Log, TEXT( " %s" ), *It );
}
}
/** Helper class used to sort modules by name. */
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 );
}
};
void FWindowsPlatformStackWalkExt::GetModuleInfoDetailed()
{
// The the number of loaded modules
ULONG LoadedModuleCount = 0;
ULONG UnloadedModuleCount = 0;
Symbol->GetNumberModules( &LoadedModuleCount, &UnloadedModuleCount );
CrashInfo.Modules.Empty( LoadedModuleCount );
for( uint32 ModuleIndex = 0; ModuleIndex < LoadedModuleCount; ModuleIndex++ )
{
FCrashModuleInfo* CrashModule = new ( CrashInfo.Modules ) FCrashModuleInfo();
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 );
CrashModule->Patch = HIWORD( VersionInfo.dwProductVersionLS );
CrashModule->Revision = LOWORD( VersionInfo.dwProductVersionLS );
// Ensure all the images are synced - need the full path here
Symbol->ReloadWide( *CrashModule->Name );
}
CrashInfo.Modules.Sort( FSortModulesByName() );
}
bool FWindowsPlatformStackWalkExt::IsOffsetWithinModules( uint64 Offset )
{
for( int ModuleIndex = 0; ModuleIndex < CrashInfo.Modules.Num(); ModuleIndex++ )
{
FCrashModuleInfo& CrashModule = CrashInfo.Modules[ModuleIndex];
if( Offset >= CrashModule.BaseOfImage && Offset < CrashModule.BaseOfImage + CrashModule.SizeOfImage )
{
return true;
}
}
return false;
}
void FWindowsPlatformStackWalkExt::GetSystemInfo()
{
FCrashSystemInfo& SystemInfo = CrashInfo.SystemInfo;
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
CrashInfo.SystemInfo.ProcessorArchitecture = PA_X86;
break;
case IMAGE_FILE_MACHINE_ARM:
// ARM
CrashInfo.SystemInfo.ProcessorArchitecture = PA_ARM;
break;
case IMAGE_FILE_MACHINE_AMD64:
// x64
CrashInfo.SystemInfo.ProcessorArchitecture = PA_X64;
break;
default:
break;
};
ULONG ProcessorCount = 0;
Control->GetNumberProcessors( &ProcessorCount );
SystemInfo.ProcessorCount = ProcessorCount;
}
void FWindowsPlatformStackWalkExt::GetExceptionInfo()
{
FCrashExceptionInfo& Exception = CrashInfo.Exception;
ULONG ExceptionType = 0;
ULONG ProcessID = 0;
ULONG ThreadId = 0;
TCHAR Description[MAX_PATH] = { 0 };
Control->GetLastEventInformationWide( &ExceptionType, &ProcessID, &ThreadId, NULL, 0, NULL, Description, sizeof( Description ), NULL );
Exception.Code = ExceptionType;
Exception.ProcessId = ProcessID;
Exception.ThreadId = ThreadId;
Exception.ExceptionString = Description;
}
int FWindowsPlatformStackWalkExt::GetCallstacks(bool bTrimCallstack)
{
const int32 MAX_NAME_LENGHT = FProgramCounterSymbolInfo::MAX_NAME_LENGHT;
int32 NumValidFunctionNames = 0;
FCrashExceptionInfo& Exception = CrashInfo.Exception;
FMemMark Mark(FMemStack::Get());
//const float int int32 FString
const int32 ContextSize = 4096;
byte* Context = new(FMemStack::Get()) byte[ContextSize];
ULONG DebugEvent = 0;
ULONG ProcessID = 0;
ULONG ThreadID = 0;
ULONG ContextUsed = 0;
// Get the context of the crashed thread
HRESULT hr = Control->GetStoredEventInformation(&DebugEvent, &ProcessID, &ThreadID, Context, ContextSize, &ContextUsed, NULL, 0, 0);
if( FAILED(hr) )
{
return NumValidFunctionNames;
}
// Some magic number checks
if( ContextUsed == 716 )
{
UE_LOG( LogCrashDebugHelper, Log, TEXT( "Context size matches x86 sizeof( CONTEXT )" ) );
}
else if( ContextUsed == 1232 )
{
UE_LOG( LogCrashDebugHelper, Log, TEXT( "Context size matches x64 sizeof( CONTEXT )" ) );
}
// Get the entire stack trace
const uint32 MaxFrames = 8192;
const uint32 MaxFramesSize = MaxFrames * ContextUsed;
DEBUG_STACK_FRAME* StackFrames = new(FMemStack::Get()) DEBUG_STACK_FRAME[MaxFrames];
ULONG Count = 0;
bool bFoundSourceFile = false;
void* ContextData = FMemStack::Get().PushBytes( MaxFramesSize, 0 );
FMemory::Memzero( ContextData, MaxFramesSize );
UE_LOG(LogCrashDebugHelper, Log, TEXT("Running GetContextStackTrace()"));
HRESULT HR = Control->GetContextStackTrace( Context, ContextUsed, StackFrames, MaxFrames, ContextData, MaxFramesSize, ContextUsed, &Count );
UE_LOG(LogCrashDebugHelper, Log, TEXT("GetContextStackTrace() got %d frames"), Count);
int32 AssertOrEnsureIndex = -1;
for( uint32 StackIndex = 0; StackIndex < Count; StackIndex++ )
{
const uint64 Offset = StackFrames[StackIndex].InstructionOffset;
if( IsOffsetWithinModules( Offset ) )
{
// Get the module, function, and offset
uint64 Displacement = 0;
TCHAR NameByOffset[MAX_PATH] = {0};
Symbol->GetNameByOffsetWide( Offset, NameByOffset, ARRAYSIZE( NameByOffset ) - 1, NULL, &Displacement );
FString ModuleAndFunction = NameByOffset;
// Don't care about any more entries higher than this
if (ModuleAndFunction.Contains( TEXT( "tmainCRTStartup" ) ) || ModuleAndFunction.Contains( TEXT( "FRunnableThreadWin::GuardedRun" ) ))
{
break;
}
// 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
if( !bFoundSourceFile && FCString::Strlen( SourceName ) > 0 && LineNumber > 0 )
{
CrashInfo.SourceFile = ExtractRelativePath( TEXT( "source" ), SourceName );
CrashInfo.SourceLineNumber = LineNumber;
bFoundSourceFile = true;
}
FString ModuleName;
FString FunctionName;
// According to MSDN, the symbol name will include an ! if the function name could be discovered, delimiting it from the module name
// https://msdn.microsoft.com/en-us/library/windows/hardware/ff547186(v=vs.85).aspx
if( ModuleAndFunction.Contains( TEXT( "!" ) ) )
{
NumValidFunctionNames++;
ModuleAndFunction.Split( TEXT( "!" ), &ModuleName, &FunctionName );
FunctionName += TEXT( "()" );
}
else
{
ModuleName = ModuleAndFunction;
}
Copying //UE4/Dev-Core to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2836261 on 2016/01/20 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 Flush FAsyncPackage cache after pre-load to reduce peak memory usage when async loading (5.5-10x). Change 2828630 on 2016/01/14 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 Adding debug code to catch memory stomps in the async loading buffers that's independent from mallocstomp allocator. Changed the signature of PageProtect functions to be able to read-only protect memory. Change 2816129 on 2016/01/05 by Steve.Robb@Dev-Core Fixes for Realloc and alignment logic which caused redundant reallocations and incorrect binning. Change 2821054 on 2016/01/08 by Steve.Robb@Dev-Core Further Realloc savings when realigning within a block. Change 2806820 on 2015/12/17 by Steve.Robb@Dev-Core New AlignDown function, like Align, but which rounds a value/pointer down to the next alignment instead of up. Change 2806816 on 2015/12/17 by Steve.Robb@Dev-Core Sort UHT modules by type to improve iteration times in conjunction with makefiles. Change 2823235 on 2016/01/11 by Steve.Robb@Dev-Core UHT error messages about missing GENERATED_BODY() macros updated to represent intended use. Change 2806815 on 2015/12/17 by Steve.Robb@Dev-Core Module types split into Game and Engine runtime versions. Change 2833809 on 2016/01/19 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 StaticLoadObject will now respect LOAD_NoRedirects flag. Change 2811194 on 2015/12/22 by Bob.Tellez@Z2434_DevCore #UE4 Prevent loading packages that have a newer LegacyFileVersion since serialization for FCustomVersion is not forward compatible. UE-24443 Change 2806818 on 2015/12/17 by Steve.Robb@Dev-Core Removal of stats from MallocBinned2, to be readded later. Change 2807069 on 2015/12/17 by Steve.Robb@Dev-Core Clarification of some bucket hashing terminology. Change 2815117 on 2016/01/04 by Steve.Robb@Dev-Core Fix for a missing root build path on game modules. Change 2815673 on 2016/01/05 by Steve.Robb@Dev-Core Move FMalloc verification into a proxy object. Change 2822873 on 2016/01/11 by Steve.Robb@Dev-Core Fixes to off-by-one errors and removal of BinnedSizeLimit (assumed to be the same as MAX_POOLED_ALLOCATION_SIZE after OBO fix). Change 2822923 on 2016/01/11 by Steve.Robb@Dev-Core Simplification of MemSizeToPoolTable indexing. Change 2824974 on 2016/01/12 by Steve.Robb@Dev-Core Assert fixed. AllocateBlockFromPool's return value made debuggable. Change 2825241 on 2016/01/12 by Steve.Robb@Dev-Core UHT now returns an error code on a warning when -warningsaserrors is specified. Change 2825291 on 2016/01/12 by Steve.Robb@Dev-Core WarningsAsErrors enabled on UHT, after disabling the hardcoded behavior in CL# 2825241. Change 2829846 on 2016/01/15 by Steve.Robb@Dev-Core GitHub #1938 - wrong Max value of enum is used during net serialization Change 2829914 on 2016/01/15 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 Reduce the amount of memory allocated for async cache buffers when guarding against memory stomps. Change 2829988 on 2016/01/15 by Steve.Robb@Dev-Core Generalized large pool allocations. More redundancy removed. Change 2831935 on 2016/01/18 by Chris.Wood@Chris.Wood.StreamB Added UserActivity property to crash description in CRP and CR website. [OR-12043] - Phone Home where crashes occur - pass context info to Crash Reporter DB column added to db-09 by ColinR matching this change. Published to server on Jan 18th 2016 Change 2834003 on 2016/01/19 by Chris.Wood@Chris.Wood.StreamB Added Linux to normal callstack parsing code on CR website [UE-25527] - Linux CrashReporter is missing information Published to server on Jan 19th 2016 Change 2835466 on 2016/01/20 by Joe.Conley@Joe.Conley_EGJWD5708_Dev-Core-Minimal Fix issue for cancelling package loads when there are still packages queued. Call their PackageLoadedDelegate with a "Cancelled" result. Should solve remaining issue with UE-24062 - "Calling CancelAsyncLoading triggers an assert in FAsyncPackage::DetachLinker()" - (ULevelStreaming::AsyncLevelLoadComplete was not being called if packages were still queued when cancel was issued) Change 2836803 on 2016/01/20 by Chris.Wood@Chris.Wood.StreamB CrashReportWebsite - fix exception thrown when parsing certain callstack formats Change 2837952 on 2016/01/21 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 Changing FAsyncIORequest to be stored as reference when cancelling IO requests to improve performance. Change 2838289 on 2016/01/21 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 [CL 2845588 by Robert Manuszewski in Main branch]
2016-01-27 12:09:53 -05:00
// #CrashReport: 2015-07-24 Add this to other platforms
// 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 )
{
if( FunctionName.Contains( TEXT( "FDebug::" ), ESearchCase::CaseSensitive )
|| FunctionName.Contains( TEXT( "NewReportEnsure" ), ESearchCase::CaseSensitive ) )
{
bFoundSourceFile = false;
AssertOrEnsureIndex = Exception.CallStackString.Num();
}
}
// 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 );
UE_LOG( LogCrashDebugHelper, Log, TEXT( "%3u: %s" ), StackIndex, *GenericFormattedCallstackLine );
}
}
// Remove callstack entries below FDebug, we don't need them.
if (bTrimCallstack && AssertOrEnsureIndex > 0)
{
Exception.CallStackString.RemoveAt( 0, AssertOrEnsureIndex );
UE_LOG( LogCrashDebugHelper, Warning, TEXT( "Callstack trimmed to %i entries" ), Exception.CallStackString.Num() );
}
UE_LOG( LogCrashDebugHelper, Warning, TEXT( "Callstack generated with %i valid function names" ), NumValidFunctionNames );
return NumValidFunctionNames;
}
bool FWindowsPlatformStackWalkExt::OpenDumpFile( const FString& InCrashDumpFilename )
{
const bool bFound = IFileManager::Get().FileSize( *InCrashDumpFilename ) != INDEX_NONE;
if( !bFound )
{
UE_LOG( LogCrashDebugHelper, Warning, TEXT( "Failed to find minidump file: %s" ), *InCrashDumpFilename );
return false;
}
HRESULT hr = Client->OpenDumpFileWide(*InCrashDumpFilename, NULL);
if(FAILED(hr) )
{
UE_LOG( LogCrashDebugHelper, Warning, TEXT( "Failed to open minidump file: %s" ), *InCrashDumpFilename );
return false;
}
if( Control->WaitForEvent( 0, INFINITE ) != S_OK )
{
UE_LOG( LogCrashDebugHelper, Warning, TEXT( "Failed while waiting for minidump to load: %s" ), *InCrashDumpFilename );
return false;
}
UE_LOG( LogCrashDebugHelper, Log, TEXT( "Successfully opened minidump: %s" ), *InCrashDumpFilename );
return true;
}