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

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// Copyright 1998-2018 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-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3805828 by Gil.Gribb UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works. Change 3806784 by Ben.Marsh UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT. Change 3807549 by Graeme.Thornton Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it. Change 3807727 by Graeme.Thornton Unhide the text asset format experimental editor option Change 3807746 by Josh.Engebretson Remove WER from iOS platform Change 3807928 by Robert.Manuszewski When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet Change 3808221 by Steve.Robb GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule() ^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway. Change 3809233 by Graeme.Thornton TBA: Misc changes to text asset commandlet - Rename mode to "loadsave" - Add -outputFormat option which can be assigned "text" or "binary" - When saving binary, use a differentiated filename so that source assets aren't overwritten Change 3809518 by Ben.Marsh Remove the outdated UnrealSync automation script. Change 3809643 by Steve.Robb GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value #jira UE-53037 Change 3809862 by Steve.Robb GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately #jira UE-42593 Change 3811190 by Graeme.Thornton Add support for writing specific log channels to their own files Change 3811197 by Graeme.Thornton Minor updates to output formatting and timing for the text asset commandlet Change 3811257 by Robert.Manuszewski Cluster creation will now be time-sliced Change 3811565 by Steve.Robb Define out non-monolithic module functions. Change 3812561 by Steve.Robb GitHub #3886 : Enable Brace-Initialization for Declaring Variables Incorrect semi-colon search removed after discussion with author. Test added. #jira UE-48242 Change 3812864 by Steve.Robb Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins. See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html #jira UE-53089 Change 3820358 by Ben.Marsh PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist) Change 3822594 by Ben.Marsh UAT: Improvements to log file handling. - Always create log files in the final location, rather than writing to a temp directory and copying in later. - Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX. - Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is. - Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location. Change 3823695 by Ben.Marsh UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk). Now always queries changes up to the last change for which zipped binaries are available. Change 3823845 by Ben.Marsh UBT: Exclude C# projects for unsupported platforms when generating project files. Change 3824180 by Ben.Marsh UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes). #jira Change 3825777 by Steve.Robb Fix to return value of StringToBytes. Change 3825810 by Ben.Marsh UBT: Reduce length of include paths for MSVC toolchain. Change 3825822 by Robert.Manuszewski Optimized PIE lazy pointer fixup. Should be up to 8x faster now. Change 3826734 by Ben.Marsh Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency. Change 3827730 by Steve.Robb Try to avoid decltype(auto) if it's not supported. See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html Change 3827745 by Steve.Robb Initializer list support for TMap. Change 3827770 by Steve.Robb GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType() #jira UE-53813 Change 3829189 by Ben.Marsh UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off. Change 3830444 by Steve.Robb BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library. This should be revisited when Core has its own JSON library. Change 3830718 by Ben.Marsh Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups. The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip. For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it. When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk. #jira UE-53845 Change 3831064 by Ben.Marsh Fix log file contention when spawning UBT recursively. Change 3832654 by Ben.Marsh UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it. Change 3832680 by Ben.Marsh UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade. Change 3832695 by Ben.Marsh UGS: Invert the options in the 'Show Changes' submenu for simplicity. Change 3833528 by Ben.Marsh UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write]. Change 3833543 by Ben.Marsh UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules. Change 3834354 by Robert.Manuszewski Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks. #jira UE-52035 Change 3834400 by Robert.Manuszewski Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup. #jira UE-52035 Change 3834947 by Steve.Robb USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal. Change 3835004 by Ben.Marsh Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL. Change 3835340 by Ben.Marsh Fix errors making installed build from directories with spaces in the name. Change 3835972 by Ben.Marsh UBT: Improved diagnostic message for targets which don't need a version file. Change 3836019 by Ben.Marsh UBT: Fix warnings caused by defining linkage macros for third party libraries. Change 3836269 by Ben.Marsh Fix message box larger than the screen height being created when a large number of modules are incompatible on startup. Change 3836543 by Ben.Marsh Enable SoundMod plugin on Linux, since it's already supported through the editor. Change 3836546 by Ben.Marsh PR #4412: fix type mismatch (Contributed by nakapon) Change 3836805 by Ben.Marsh Fix commandlet to compile marketplace plugins. Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3837036 by Ben.Marsh UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds. Change 3837037 by Ben.Marsh UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro). Change 3837040 by Ben.Marsh UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed. Change 3837247 by Ben.Marsh UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files). Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor. Change 3837262 by Ben.Marsh UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module. Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets. Change 3837343 by Ben.Marsh UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead. Change 3837356 by Ben.Marsh Fix invalid character encodings. Change 3837727 by Graeme.Thornton UnrealPak: KeyGenerator: Only generate prime table when required, not all the time Change 3837823 by Ben.Marsh UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window. Change 3837831 by Graeme.Thornton UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives Change 3837857 by Robert.Manuszewski PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch) Change 3837943 by Robert.Manuszewski PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch) Change 3838451 by Ben.Marsh UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread. #jira UE-53996 Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 3843790 by Graeme.Thornton UnrealPak: Log the size of all encrypted data Change 3844258 by Ben.Marsh Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace. Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure. #jira UE-54157 Change 3845796 by Ben.Marsh Workaround for slow performance of String.EndsWith() on Mono. Change 3845823 by Ben.Marsh Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun. #jira UE-54123 Change 3845901 by Arciel.Rekman Linux: fix crash due to lambda lifetime issues (UE-54040). - The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+). (Edigrating 3819174 to Dev-Core) Change 3846439 by Ben.Marsh Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates. Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main. Change 3816608 by Ben.Marsh UBT: Use DirectoryReference objects for all include paths. Change 3816954 by Ben.Marsh UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere. Change 3816986 by Ben.Marsh UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly. Change 3816991 by Ben.Marsh UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules. Change 3823090 by Ben.Marsh UAT: Improve logging for child UAT instances. - Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder. - Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway. - Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read. - Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output. Change 3826082 by Ben.Marsh UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target. Change 3827025 by Ben.Marsh UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling. Change 3829927 by James.Hopkin Made HTTP interface const correct Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3835826 by Ben.Marsh UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced. Change 3835969 by Ben.Marsh UBT: Fix cases where text is being written directly to the console rather than via logging functions. Change 3837777 by Steve.Robb Format string type checking added to FOutputDevice::Logf. Fixes for those. Change 3838569 by Steve.Robb Algo moved up a folder. [CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
#include "Windows/WindowsHWrapper.h"
#include "Windows/AllowWindowsPlatformTypes.h"
#include "dbgeng.h"
#include <DbgHelp.h>
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3805828 by Gil.Gribb UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works. Change 3806784 by Ben.Marsh UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT. Change 3807549 by Graeme.Thornton Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it. Change 3807727 by Graeme.Thornton Unhide the text asset format experimental editor option Change 3807746 by Josh.Engebretson Remove WER from iOS platform Change 3807928 by Robert.Manuszewski When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet Change 3808221 by Steve.Robb GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule() ^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway. Change 3809233 by Graeme.Thornton TBA: Misc changes to text asset commandlet - Rename mode to "loadsave" - Add -outputFormat option which can be assigned "text" or "binary" - When saving binary, use a differentiated filename so that source assets aren't overwritten Change 3809518 by Ben.Marsh Remove the outdated UnrealSync automation script. Change 3809643 by Steve.Robb GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value #jira UE-53037 Change 3809862 by Steve.Robb GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately #jira UE-42593 Change 3811190 by Graeme.Thornton Add support for writing specific log channels to their own files Change 3811197 by Graeme.Thornton Minor updates to output formatting and timing for the text asset commandlet Change 3811257 by Robert.Manuszewski Cluster creation will now be time-sliced Change 3811565 by Steve.Robb Define out non-monolithic module functions. Change 3812561 by Steve.Robb GitHub #3886 : Enable Brace-Initialization for Declaring Variables Incorrect semi-colon search removed after discussion with author. Test added. #jira UE-48242 Change 3812864 by Steve.Robb Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins. See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html #jira UE-53089 Change 3820358 by Ben.Marsh PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist) Change 3822594 by Ben.Marsh UAT: Improvements to log file handling. - Always create log files in the final location, rather than writing to a temp directory and copying in later. - Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX. - Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is. - Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location. Change 3823695 by Ben.Marsh UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk). Now always queries changes up to the last change for which zipped binaries are available. Change 3823845 by Ben.Marsh UBT: Exclude C# projects for unsupported platforms when generating project files. Change 3824180 by Ben.Marsh UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes). #jira Change 3825777 by Steve.Robb Fix to return value of StringToBytes. Change 3825810 by Ben.Marsh UBT: Reduce length of include paths for MSVC toolchain. Change 3825822 by Robert.Manuszewski Optimized PIE lazy pointer fixup. Should be up to 8x faster now. Change 3826734 by Ben.Marsh Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency. Change 3827730 by Steve.Robb Try to avoid decltype(auto) if it's not supported. See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html Change 3827745 by Steve.Robb Initializer list support for TMap. Change 3827770 by Steve.Robb GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType() #jira UE-53813 Change 3829189 by Ben.Marsh UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off. Change 3830444 by Steve.Robb BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library. This should be revisited when Core has its own JSON library. Change 3830718 by Ben.Marsh Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups. The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip. For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it. When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk. #jira UE-53845 Change 3831064 by Ben.Marsh Fix log file contention when spawning UBT recursively. Change 3832654 by Ben.Marsh UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it. Change 3832680 by Ben.Marsh UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade. Change 3832695 by Ben.Marsh UGS: Invert the options in the 'Show Changes' submenu for simplicity. Change 3833528 by Ben.Marsh UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write]. Change 3833543 by Ben.Marsh UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules. Change 3834354 by Robert.Manuszewski Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks. #jira UE-52035 Change 3834400 by Robert.Manuszewski Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup. #jira UE-52035 Change 3834947 by Steve.Robb USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal. Change 3835004 by Ben.Marsh Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL. Change 3835340 by Ben.Marsh Fix errors making installed build from directories with spaces in the name. Change 3835972 by Ben.Marsh UBT: Improved diagnostic message for targets which don't need a version file. Change 3836019 by Ben.Marsh UBT: Fix warnings caused by defining linkage macros for third party libraries. Change 3836269 by Ben.Marsh Fix message box larger than the screen height being created when a large number of modules are incompatible on startup. Change 3836543 by Ben.Marsh Enable SoundMod plugin on Linux, since it's already supported through the editor. Change 3836546 by Ben.Marsh PR #4412: fix type mismatch (Contributed by nakapon) Change 3836805 by Ben.Marsh Fix commandlet to compile marketplace plugins. Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3837036 by Ben.Marsh UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds. Change 3837037 by Ben.Marsh UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro). Change 3837040 by Ben.Marsh UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed. Change 3837247 by Ben.Marsh UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files). Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor. Change 3837262 by Ben.Marsh UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module. Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets. Change 3837343 by Ben.Marsh UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead. Change 3837356 by Ben.Marsh Fix invalid character encodings. Change 3837727 by Graeme.Thornton UnrealPak: KeyGenerator: Only generate prime table when required, not all the time Change 3837823 by Ben.Marsh UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window. Change 3837831 by Graeme.Thornton UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives Change 3837857 by Robert.Manuszewski PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch) Change 3837943 by Robert.Manuszewski PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch) Change 3838451 by Ben.Marsh UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread. #jira UE-53996 Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 3843790 by Graeme.Thornton UnrealPak: Log the size of all encrypted data Change 3844258 by Ben.Marsh Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace. Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure. #jira UE-54157 Change 3845796 by Ben.Marsh Workaround for slow performance of String.EndsWith() on Mono. Change 3845823 by Ben.Marsh Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun. #jira UE-54123 Change 3845901 by Arciel.Rekman Linux: fix crash due to lambda lifetime issues (UE-54040). - The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+). (Edigrating 3819174 to Dev-Core) Change 3846439 by Ben.Marsh Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates. Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main. Change 3816608 by Ben.Marsh UBT: Use DirectoryReference objects for all include paths. Change 3816954 by Ben.Marsh UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere. Change 3816986 by Ben.Marsh UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly. Change 3816991 by Ben.Marsh UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules. Change 3823090 by Ben.Marsh UAT: Improve logging for child UAT instances. - Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder. - Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway. - Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read. - Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output. Change 3826082 by Ben.Marsh UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target. Change 3827025 by Ben.Marsh UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling. Change 3829927 by James.Hopkin Made HTTP interface const correct Change 3833533 by Ben.Marsh Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules. Change 3835826 by Ben.Marsh UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced. Change 3835969 by Ben.Marsh UBT: Fix cases where text is being written directly to the console rather than via logging functions. Change 3837777 by Steve.Robb Format string type checking added to FOutputDevice::Logf. Fixes for those. Change 3838569 by Steve.Robb Algo moved up a folder. [CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
#include "Windows/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();
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3620134) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3550452 by Ben.Marsh UAT: Improve readability of error message when an editor commandlet fails with an error code. Change 3551179 by Ben.Marsh Add methods for reading text files into an array of strings. Change 3551260 by Ben.Marsh Core: Change FFileHelper routines to use enum classes for flags. Change 3555697 by Gil.Gribb Fixed a rare crash when the asset registry scanner found old cooked files with package level compression. #jira UE-47668 Change 3556464 by Ben.Marsh UGS: If working in a virtual stream, use the name of the first non-virtual ancestor for writing version files. Change 3557630 by Ben.Marsh Allow the network version to be set via Build.version if it's not overriden from Version.h. Change 3561357 by Gil.Gribb Fixed crashes related to loading old unversioned files in the editor. #jira UE-47806 Change 3565711 by Graeme.Thornton PR #3839: Make non-encoding specific Base64 functions accessible (Contributed by stfx) Change 3565864 by Robert.Manuszewski Temp fix for a race condition with the async loading thread enabled - caching the linker in case it gets removed (but not deleted) from super class object. Change 3569022 by Ben.Marsh PR #3849: Update gitignore (Contributed by mhutch) Change 3569113 by Ben.Marsh Fix Japanese errors not displaying correctly in the cook output log. #jira UE-47746 Change 3569486 by Ben.Marsh UGS: Always sync the Enterprise folder if the selected .uproject file has the "Enterprise" flag set. Change 3570483 by Graeme.Thornton Minor C# cleanups. Removing some redundant "using" calls which also cause dotnetcore compile errors Change 3570513 by Robert.Manuszewski Fix for a race condition with async loading thread enabled. Change 3570664 by Ben.Marsh UBT: Use P/Invoke to determine number of physical processors on Windows rather than using WMI. Starting up WMIC adds 2.5 seconds to build times, and is not compatible with .NET core. Change 3570708 by Robert.Manuszewski Added ENABLE_GC_OBJECT_CHECKS macro to be able to quickly toggle UObject pointer checks in shipping builds when the garbage collector is running. Change 3571592 by Ben.Marsh UBT: Allow running with -installed without creating [InstalledPlatforms] entries in BaseEngine.ini. If there is no HasInstalledPlatformInfo=true setting, assume that all platforms are still available. Change 3572215 by Graeme.Thornton UBT - Remove some unnecessary using directives - Point SN-DBS code at the new Utils.GetPhysicalProcessorCount call, rather than trying to calculate it itself Change 3572437 by Robert.Manuszewski Game-specific fix for lazy object pointer issues in one of the test levels. The previous fix had to be partially reverted due to side-effects. #jira UE-44996 Change 3572480 by Robert.Manuszewski MaterialInstanceCollections will no longer be added to GC clusters to prevent materials staying around in memory for too long Change 3573547 by Ben.Marsh Add support for displaying log timestamps in local time. Set LogTimes=Local in *Engine.ini, or pass -LocalLogTimes on the command line. Change 3574562 by Robert.Manuszewski PR #3847: Add GC callbacks for script integrations (Contributed by mhutch) Change 3575017 by Ben.Marsh Move some functions related to generating window resolutions out of Core (FParse::Resolution, GenerateConvenientWindowedResolutions). Also remove a few headers from shared PCHs prior to splitting application functionality out of Core. Change 3575689 by Ben.Marsh Add a fixed URL for opening the API documentation, so it works correctly in "internal" and "perforce" builds. Change 3575934 by Steve.Robb Fix for nested preprocessor definitions. Change 3575961 by Steve.Robb Fix for nested zeros. Change 3576297 by Robert.Manuszewski Material resources will now be discarded in PostLoad (Game Thread) instead of in Serialize (potentially Async Loading Thread) so that shader deregistration doesn't assert when done from a different thread than the game thread. #jira FORT-38977 Change 3576366 by Ben.Marsh Add shim functions to allow redirecting FPlatformMisc::ClipboardCopy()/ClipboardPaste() to FPlatformApplicationMisc::ClipboardCopy()/ClipboardPaste() while they are deprecated. Change 3578290 by Graeme.Thornton Changes to Ionic zip library to allow building on dot net core Change 3578291 by Graeme.Thornton Ionic zip library binaries built for .NET Core Change 3578354 by Graeme.Thornton Added FBase64::GetDecodedDataSize() to determine the size of bytes of a decoded base64 string Change 3578674 by Robert.Manuszewski After loading packages flush linker cache on uncooked platforms to free precache memory Change 3579068 by Steve.Robb Fix for CLASS_Intrinsic getting stomped. Fix to EClassFlags so that they are visible in the debugger. Re-added mysteriously-removed comments. Change 3579228 by Steve.Robb BOM removed. Change 3579297 by Ben.Marsh Fix exception if a plugin lists the same module twice. #jira UE-48232 Change 3579898 by Robert.Manuszewski When creating GC clusters and asserting due to objects still being pending load, the object name and cluster name will now be logged with the assert. Change 3579983 by Robert.Manuszewski More fixes for freeing linker cache memory in the editor. Change 3580012 by Graeme.Thornton Remove redundant copy of FileReference.cs Change 3580408 by Ben.Marsh Validate that arguments passed to the checkf macro are valid sprintf types, and fix up a few places which are currently incorrect. Change 3582104 by Graeme.Thornton Added a dynamic compilation path that uses the latest roslyn apis. Currently only used by the .NET Core path. Change 3582131 by Graeme.Thornton #define out some PerformanceCounter calls that don't exist in .NET Core. They're only used by mono-specific calls anyway. Change 3582645 by Ben.Marsh PR #3879: fix bug when creating a new VS2017 C++ project (Contributed by mnannola) #jira UE-48192 Change 3583955 by Robert.Manuszewski Support for EDL cooked packages in the editor Change 3584035 by Graeme.Thornton Split RunExternalExecutable into RunExternaNativelExecutable and RunExternalDotNETExecutable. When running under .NET Core, externally launched DotNET utilities must be launched via the 'dotnet' proxy to work correctly. Change 3584177 by Robert.Manuszewski Removed unused member variable (FArchiveAsync2::bKeepRestOfFilePrecached) Change 3584315 by Ben.Marsh Move Android JNI accessor functions into separate header, to decouple it from the FAndroidApplication class. Change 3584370 by Ben.Marsh Move hooks which allow platforms to load any modules into the FPlatformApplicationMisc classes. Change 3584498 by Ben.Marsh Move functions for getting and setting the hardware window pointer onto the appropriate platform window classes. Change 3585003 by Steve.Robb Fix for TChunkedArray ranged-for iteration. #jira UE-48297 Change 3585235 by Ben.Marsh Remove LogEngine extern from Core; use the platform log channels instead. Change 3585942 by Ben.Marsh Move MessageBoxExt() implementation into application layer for platforms that require it. Change 3587071 by Ben.Marsh Move Linux's UngrabAllInput() function into a callback, so DebugBreak still works without SDL. Change 3587161 by Ben.Marsh Remove headers which will be stripped out of the Core module from Core.h and PlatformIncludes.h. Change 3587579 by Steve.Robb Fix for Children list not being rebuilt after hot reload. Change 3587584 by Graeme.Thornton Logging improvements for pak signature check failures - Added "PakCorrupt" console command which corrupts the master signature table - Added some extra log information about which block failed - Re-hash the master signature table and to make sure that it hasn't changed since startup - Moved the ensure around so that some extra logging messages can make it out before the ensure is hit - Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again Change 3587586 by Graeme.Thornton Changes to make UBT build and run on .NET Core - Added *_DNC csproj files for DotNETUtilities and UnrealBuildTool projects which contain the .NET Core build setups - VCSharpProjectFile can no be asked for the CsProjectInfo for a particular configuration, which is cached for future use - After loading VCSharpProjectFiles, .NET Core based projects will be excluded unless generating VSCode projects Change 3587953 by Steve.Robb Allow arbitrary UENUM initializers for enumerators. Editor-only data UENUM support. Enumerators named MAX are now treated as the UENUM's maximum, and will not cause a MAX+1 value to be generated. #jira UE-46274 Change 3589827 by Graeme.Thornton More fixes for VSCode project generation and for UBT running on .NET Core - Use a different file extension for rules assemblies when build on .NET Core, so they never get used by their counterparts - UEConsoleTraceListener supports stdout/stderror constructor parameter and outputs to the appropriate channel - Added documentation for UEConsoleTraceListener - All platforms .NET project compilation tasks/launch configs now use "dotnet" and not the normal batch files - Restored the default UBT log verbosity to "Log" rather than "VeryVeryVerbose" - Renamed assemblies for .NETCore versions of DotNETUtilities and UnrealBuildTool so they don't conflict with the output of the existing .NET Desktop Framework stuff Change 3589868 by Graeme.Thornton Separate .NET Core projects for UBT and DotNETCommon out into their own directories so that their intermediates don't overlap with the standard .NET builds, causing failures. UBT registers ONLY .NET Core C# projects when generating VSCode solutions, and ONLY standard C# projects in all other cases Change 3589919 by Robert.Manuszewski Fixing crash when cooking textures that have already been cooked for EDL (support for cooked content in the editor) Change 3589940 by Graeme.Thornton Force UBT to think it's running on mono when actually running on .NET Core. Disables a lot of windows specific code paths. Change 3590078 by Graeme.Thornton Fully disable automatic assembly info generation in .NET Core projects Change 3590534 by Robert.Manuszewski Marking UObject as intrinsic clas to fix a crash on UFE startup. Change 3591498 by Gil.Gribb UE4 - Fixed several edge cases in the low level async loading code, especially around cancellation. Also PakFileTest is a console command which can be used to stress test pak file loading. Change 3591605 by Gil.Gribb UE4 - Follow up to fixing several edge cases in the low level async loading code. Change 3592577 by Graeme.Thornton .NET Core C# projects now reference source files explicitly, to stop it accidentally compiling various intermediates Change 3592684 by Steve.Robb Fix for EObjectFlags being passed as the wrong argument to csgCopyBrush. Change 3592710 by Steve.Robb Fix for invalid casts in ListProps command. Some name changes in command output. Change 3592715 by Ben.Marsh Move Windows event log code into cpp file, and expose it to other modules even if it's not enabled by default. Change 3592767 by Gil.Gribb UE4 - Changed the logic so that engine UObjects boot before anything else. The engine classes are known to be cycle-free, so we will get them done before moving onto game modules. Change 3592770 by Gil.Gribb UE4 - Fixed a race condition with async read completion in the prescence of cancels. Change 3593090 by Steve.Robb Better error message when there two clashing type names are found. Change 3593697 by Steve.Robb VisitTupleElements function, which calls a functor for each element in the tuple. Change 3595206 by Ben.Marsh Include additional diagnostics for missing imports when a module load fails. Change 3596140 by Graeme.Thornton Batch file for running MSBuild Change 3596267 by Steve.Robb Thread safety fix to FPaths::GetProjectFilePath(). Change 3596271 by Robert.Manuszewski Added code to verify compression flags in package file summary to avoid cases where corrupt packages are crashing the editor #jira UE-47535 Change 3596283 by Steve.Robb Redundant casts removed from UHT. Change 3596303 by Ben.Marsh EC: Improve parsing of Android Clang errors and warnings, which are formatted as MSVC diagnostics to allow go-to-line clicking in the Output Window. Change 3596337 by Ben.Marsh UBT: Format messages about incorrect headers in a way that makes them clickable from Visual Studio. Change 3596367 by Steve.Robb Iterator checks in ranged-for on TMap, TSet and TSparseArray. Change 3596410 by Gil.Gribb UE4 - Improved some error messages on runtime failures in the EDL. Change 3596532 by Ben.Marsh UnrealVS: Fix setting command line to empty not affecting property sheet. Also remove support for VS2013. #jira UE-48119 Change 3596631 by Steve.Robb Tool which takes a .map file and a .objmap file (from UBT) and creates a report which shows the size of all the symbols contributed by the source code per-folder. Change 3596807 by Ben.Marsh Improve Intellisense when generated headers are missing or out of date (eg. line numbers changed, etc...). These errors seem to be masked by VAX, but are present when using the default Visual Studio Intellisense. * UCLASS macro is defined to empty when __INTELLISENSE__ is defined. Previous macro was preventing any following class declaration being parsed correctly if generated code was out of date, causing squiggles over all class methods/variables. * Insert a semicolon after each expanded GENERATED_BODY macro, so that if it parses incorrectly, the compiler can still continue parsing the next declaration. Change 3596957 by Steve.Robb UBT can be used to write out an .objsrcmap file for use with the MapFileParser. Renaming of ObjMap to ObjSrcMap in MapFileParser. Change 3597213 by Ben.Marsh Remove AutoReporter. We don't support this any more. Change 3597558 by Ben.Marsh UGS: Allow adding custom actions to the context menu for right clicking on a changelist. Actions are specified in the project's UnrealEngine.ini file, with the following syntax: +ContextMenu=(Label="This is the menu item", Execute="foo.exe", Arguments="bar") The standard set of variables for custom tools is expanded in each parameter (eg. $(ProjectDir), $(EditorConfig), etc...), plus the $(Change) variable. Change 3597982 by Ben.Marsh Add an option to allow overriding the local DDC path from the editor (under Editor Preferences > Global > Local Derived Data Cache). #jira UE-47173 Change 3598045 by Ben.Marsh UGS: Add variables for stream and client name, and the ability to escape any variables for URIs using the syntax $(VariableName:URI). Change 3599214 by Ben.Marsh Avoid string duplication when comparing extensions. Change 3600038 by Steve.Robb Fix for maps being modified during iteration in cache compaction. Change 3600136 by Steve.Robb GitHub #3538 : Fixed a bug with the handling of 'TMap' key/value types in the UnrealHeaderTool Change 3600214 by Steve.Robb More accurate error message when unsupported template parameters are provided in a TSet property. Change 3600232 by Ben.Marsh UBT: Force UHT to run again if the .build.cs file for a module has changed. #jira UE-46119 Change 3600246 by Steve.Robb GitHub #3045 : allow multiple interface definition in a file Change 3600645 by Ben.Marsh Convert QAGame to Include-What-You-Use. Change 3600897 by Ben.Marsh Fix invalid path (multiple slashes) in LibCurl.build.cs. Causes exception when scanning for includes. Change 3601558 by Graeme.Thornton Simple first pass VSCode editor integration plugin Change 3601658 by Graeme.Thornton Enable intellisense generation for VS Code project files and setup include paths properly Change 3601762 by Ben.Marsh UBT: Add support for adaptive non-unity builds when working from a Git repository. The ISourceFileWorkingSet interface is now used to query files belonging to the working set, and has separate implementations for Perforce (PerforceSourceFileWorkingSet) and Git (GitSourceFileWorkingSet). The Git implementation is used if a .git directory is found in the directory containing the Engine folder, the directory containing the project file, or the parent directory of the project file, and spawns a "git status" process in the background to determine which files are untracked or staged. Several new settings are supported in BuildConfiguration.xml to allow modifying default behavior: <SourceFileWorkingSet> <Provider>Default</Provider> <!-- May be None, Default, Git or Perforce --> <RepositoryPath></RepositoryPath> <!-- Specifies the path to the repository, relative to the directory containing the Engine folder. If not set, tries to find a .git directory in the locations listed above. --> <GitPath>git</GitPath> <!-- Specifies the path to the Git executable. Defaults to "git", which assumes that it will be on the PATH --> </SourceFileWorkingSet> Change 3604032 by Graeme.Thornton First attempt at automatically detecting the existance and location of visual studio code in the source code accessor module. Only works for windows. Change 3604038 by Graeme.Thornton Added FSourceCodeNavigation::GetSelectedSourceCodeIDE() which returns the name of the selected source code accessor. Replaced all usages of FSourceCodeNavigation::GetSuggestedSourceCodeIDE() with GetSelectedSourceCodeIDE(), where the message is referring to the opening or editing of code. Change 3604106 by Steve.Robb GitHub #3561 : UE-44950: Don't see all caps struct constructor as macro Change 3604192 by Steve.Robb GitHub #3911 : Improving ToUpper/ToLower efficiency Change 3604273 by Graeme.Thornton IWYU build fixes when malloc profiler is enabled Change 3605457 by Ben.Marsh Fix race for intiialization of ThreadID variable on FRunnableThreadWin, and restore a previous check that was working around it. Change 3606720 by James.Hopkin Dave Ratti's fix to character base recursion protection code - was missing a GetOwner call, instead attempting to cast a component to a pawn. Change 3606807 by Graeme.Thornton Disabled optimizations around FShooterStyle::Create(), which was crashing in Win64 shipping game builds due to some known compiler issue. Same variety of fix as BenZ did in CL 3567741. Change 3607026 by James.Hopkin Fixed incorrect ABrush cast - was attempting to cast a UModel to ABrush, which can never succeed Change 3607142 by Graeme.Thornton UBT - Minor refactor of BackgroundProcess shutdown in SourceFileWorkingSet. Check whether the process has already exited before trying to kill it during Dispose. Change 3607146 by Ben.Marsh UGS: Fix exception due to formatting string when Perforce throws an error. Change 3607147 by Steve.Robb Efficiency fix for integer properties, which were causing a property mismatch and thus a tag lookup every time. Float and double conversion support added to int properties. NAME_DoubleProperty added. Fix for converting enum class enumerators > 255 to int properties. Change 3607516 by Ben.Marsh PR #3935: Fix DECLARE_DELEGATE_NineParams, DECLARE_MULTICAST_DELEGATE_NineParams. (Contributed by enginevividgames) Change 3610421 by Ben.Marsh UAT: Move help for RebuildLightMapsCommand into attributes, so they display when running with -help. Change 3610657 by Ben.Marsh UAT: Unify initialization of command environment for build machines and local execution. Always derive parameters which aren't manually set via environment variables. Change 3611000 by Ben.Marsh UAT: Remove the -ForceLocal command line option. Settings are now determined automatically, independently of the -Buildmachine argument. Change 3612471 by Ben.Marsh UBT: Move FastJSON into DotNETUtilities. Change 3613479 by Ben.Marsh UBT: Remove the bIsCodeProject flag from UProjectInfo. This was only really being used to determine which projects to generate an IDE project for, so it is now checked in the project file generator. Change 3613910 by Ben.Marsh UBT: Remove unnecessary code to guess a project from the target name; doesn't work due to init order, actual project is determined later. Change 3614075 by Ben.Marsh UBT: Remove hacks for testing project file attributes by name. Change 3614090 by Ben.Marsh UBT: Remove global lookup of project by name. Projects should be explicitly specified by path when necessary. Change 3614488 by Ben.Marsh UBT: Prevent annoying (but handled) exception when constructing SQLiteModuleSupport objects with -precompile enabled. Change 3614490 by Ben.Marsh UBT: Simplify generation of arguments for building intellisense; determine the platform/configuration to build from the project file generation code, rather than inside the target itself. Change 3614962 by Ben.Marsh UBT: Move the VS2017 strict conformance mode (/permissive-) behind a command line option (-Strict), and disable it by default. Building with this mode is not guaranteed to work correctly without updated Windows headers. Change 3615416 by Ben.Marsh EC: Include an icon showing the overall status of a build in the grid view. Change 3615713 by Ben.Marsh UBT: Delete any files in output directories which match output files in other directories. Allows automatically deleting build products which are moved into another folder. #jira UE-48987 Change 3616652 by Ben.Marsh Plugins: Fix incorrect dialog when binaries for a plugin are missing. Should only prompt to disable if starting a content-only project. #jira UE-49007 Change 3616680 by Ben.Marsh Add the CodeAPI-HTML.tgz file into the installed engine build. Change 3616767 by Ben.Marsh Plugins: Tweak error message if the FModuleManager::IsUpToDate() function returns false for a plugin module; the module may be missing, not just incompatible. Change 3616864 by Ben.Marsh Cap the length of the temporary package name during save, to prevent excessively long filenames going over the limit once a GUID is appended. #jira UE-48711 Change 3619964 by Ben.Marsh UnrealVS: Fix single file compile for foreign projects, where the command line contains $(SolutionDir) and $(ProjectName) variables. Change 3548930 by Ben.Marsh UBT: Remove UEBuildModuleCSDLL; there is no codepath that still supports creating them. Remove the remaining UEBuildModule/UEBuildModuleCPP abstraction. Change 3558056 by Ben.Marsh Deprecate FString::Trim() and FString::TrimTrailing(), and replace them with separate versions to mutate (TrimStartInline(), TrimEndInline()) or return by copy (TrimStart(), TrimEnd()). Also add a functions to trim whitespace from both ends of a string (TrimStartAndEnd(), TrimStartAndEndInline()). Change 3563309 by Graeme.Thornton Moved some common C# classes into the DotNETCommon assembly Change 3570283 by Graeme.Thornton Move some code out of RPCUtility and into DotNETCommon, removing the dependency between the two projects Added UEConsoleTraceListener to replace ConsoleTraceListener, which doesn't exist in DotNetCore Change 3572811 by Ben.Marsh UBT: Add -enableasan / -enabletsan command line options and bEnableAddressSanitizer / bEnableThreadSanitizer settings in BuildConfiguration.xml (and remove environment variables). Change 3573397 by Ben.Marsh UBT: Create a <ExeName>.version file for every target built by UBT, in the same JSON format as Engine/Build/Build.version. This allows monolithic targets to read a version number at runtime, unlike when it's embedded in a modules file, and allows creating versioned client executables that will work with versioned servers when syncing through UGS. Change 3575659 by Ben.Marsh Remove CHM API documentation. Change 3582103 by Graeme.Thornton Simple ResX writer implemetation that the xbox deloyment code can use instead of the one from the windows forms assembly, which isn't supported on .NET Core Removed reference to System.Windows.Form from UBT. Change 3584113 by Ben.Marsh Move key-mapping functionality into the InputCore module. Change 3584278 by Ben.Marsh Move FPlatformMisc::RequestMinimize() into FPlatformApplicationMisc. Change 3584453 by Ben.Marsh Move functionality for querying device display density to FApplicationMisc, due to dependence on application-level functionality on mobile platforms. Change 3585301 by Ben.Marsh Move PlatformPostInit() into an FPlatformApplicationMisc function. Change 3587050 by Ben.Marsh Move IsThisApplicationForeground() into FPlatformApplicationMisc. Change 3587059 by Ben.Marsh Move RequiresVirtualKeyboard() into FPlatformApplicationMisc. Change 3587119 by Ben.Marsh Move GetAbsoluteLogFilename() into FPlatformMisc. Change 3587800 by Steve.Robb Fixes to container visualizers for types whose pointer type isn't simply Type*. Change 3588393 by Ben.Marsh Move platform output devices into their own headers. Change 3588868 by Ben.Marsh Move creation of console, error and warning output devices int PlatformApplicationMisc. Change 3589879 by Graeme.Thornton All automation projects now have a reference to DotNETUtilities Fixed a build error in the WEX automation library Change 3590034 by Ben.Marsh Move functionality related to windowing and input out of the Core module and into an ApplicationCore module, so it is possible to build utilities with Core without adding dependencies on XInput (Windows), SDL (Linux), and OpenGL (Mac). Change 3593754 by Steve.Robb Fix for tuple debugger visualization. Change 3597208 by Ben.Marsh Move CrashReporter out of a public folder; it's not in a form that is usable by subscribers and licensees. Change 3600163 by Ben.Marsh UBT: Simplify how targets are cleaned. Delete all intermediate folders for a platform/configuration, and delete any build products matching the UE4 naming convention for that target, rather than relying on the current build configuration or list of previous build products. This will ensure that build products which are no longer being generated will also be cleaned. #jira UE-46725 Change 3604279 by Graeme.Thornton Move pre/post garbage collection delegates into accessor functions so they can be used by globally constructed objects Change 3606685 by James.Hopkin Removed redundant 'Cast's (casting to either the same type or a base). In SClassViewer, replaced cast with TAssetPtr::operator* call to get the wrapped UClass. Also removed redundant 'IsA's from AnimationRetargetContent::AddRemappedAsset in EditorAnimUtils.cpp. Change 3610950 by Ben.Marsh UAT: Simplify logic for detecting Perforce settings, using environment variables if they are set, otherwise falling back to detecting them. Removes special cases for build machines, and makes it simpler to set up UAT commands on builders outside Epic. Change 3610991 by Ben.Marsh UAT: Use the correct P4 settings to detect settings if only some parameters are specified on the command line. Change 3612342 by Ben.Marsh UBT: Change JsonObject.Read() to take a FileReference parameter. Change 3612362 by Ben.Marsh UBT: Remove some more cases of paths being passed as strings rather than using FileReference objects. Change 3619128 by Ben.Marsh Include builder warnings and errors in the notification emails for automated tests, otherwise it's difficult to track down non-test failures. [CL 3620189 by Ben Marsh in Main branch]
2017-08-31 12:08:38 -04:00
FullPath.ReplaceInline( TEXT( "\\" ), TEXT( "/" ) );
TArray<FString> Components;
int32 Count = FullPath.ParseIntoArray( Components, TEXT( "/" ), true );
FullPath = TEXT( "" );
for( int32 Index = 0; Index < Count; Index++ )
{
if( Components[Index] == BaseName )
{
if( Index > 0 )
{
for( int32 Inner = Index - 1; Inner < Count; Inner++ )
{
FullPath += Components[Inner];
if( Inner < Count - 1 )
{
FullPath += TEXT( "/" );
}
}
}
break;
}
}
return FullPath;
}
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, ARRAY_COUNT( Description ), NULL );
Exception.Code = ExceptionType;
Exception.ProcessId = ProcessID;
Exception.ThreadId = ThreadId;
Exception.ExceptionString = Description;
}
int FWindowsPlatformStackWalkExt::GetCallstacks(bool bTrimCallstack)
{
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;
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;
}