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// Copyright Epic Games, Inc. All Rights Reserved.
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2014-03-14 14:13:41 -04:00
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#pragma once
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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 "CoreMinimal.h"
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class FCrashInfo;
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class FCrashModuleInfo;
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/**
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* Windows implementation of stack walking using the COM interface IDebugClient5.
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*/
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struct FWindowsPlatformStackWalkExt
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{
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/** Default constructor. */
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FWindowsPlatformStackWalkExt( FCrashInfo& InCrashInfo );
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/** Destructor. */
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~FWindowsPlatformStackWalkExt();
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/** Initializes the COM interface to grab stacks. */
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bool InitStackWalking();
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/** Shutdowns COM. */
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void ShutdownStackWalking();
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/** Sets the options we want for symbol lookup. */
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void InitSymbols();
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/** Grabs the branch relative path of the binary. */
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static FString ExtractRelativePath( const TCHAR* BaseName, TCHAR* FullName );
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/** Gets the exe file versions and lists all modules. */
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void GetExeFileVersionAndModuleList( FCrashModuleInfo& out_ExeFileVersion );
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/** Set the symbol paths based on the module paths. */
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void SetSymbolPathsFromModules();
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/** Gets detailed info about each module. */
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void GetModuleInfoDetailed();
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/** Check to see if the stack address resides within one of the loaded modules i.e. is it valid?. */
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bool IsOffsetWithinModules( uint64 Offset );
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/** Extract the system info of the crash from the minidump. */
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void GetSystemInfo();
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/** Extracts the thread info from the minidump. */
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void GetThreadInfo(){}
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/** Extracts info about the exception that caused the crash. */
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void GetExceptionInfo();
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/** Gets the callstack of the crash. */
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void GetCallstacks();
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/** Opens a minidump as a new session. */
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bool OpenDumpFile( const FString& DumpFileName );
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protected:
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/** Reference to the crash info. */
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FCrashInfo& CrashInfo;
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/** List of modules that are not from the engine. */
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TArray<FString> SystemModuleNames;
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};
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