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https://github.com/izzy2lost/UnrealEngineUWP.git
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66 lines
1.6 KiB
C++
66 lines
1.6 KiB
C++
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#include "CoreMinimal.h"
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#include "Containers/StringConv.h"
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#include "Containers/UnrealString.h"
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#include "CoreGlobals.h"
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#include "Misc/OutputDeviceRedirector.h"
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#include "Misc/OutputDeviceError.h"
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#include "Misc/FeedbackContext.h"
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#include "CrashReportClientApp.h"
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#include "Linux/LinuxPlatformCrashContext.h"
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#include <locale.h>
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extern int32 ReportCrash(const FLinuxCrashContext& Context); // FIXME: handle expose it someplace else?
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/**
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* Because crash reporters can crash, too
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*/
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void CrashReporterCrashHandler(const FGenericCrashContext& GenericContext)
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{
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// at this point we should already be using malloc crash handler (see PlatformCrashHandler)
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const FLinuxCrashContext& Context = static_cast< const FLinuxCrashContext& >( GenericContext );
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printf("CrashHandler: Signal=%d\n", Context.Signal);
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const_cast< FLinuxCrashContext& >(Context).CaptureStackTrace();
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if (GLog)
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{
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GLog->Flush();
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}
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if (GWarn)
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{
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GWarn->Flush();
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}
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if (GError)
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{
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GError->Flush();
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GError->HandleError();
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}
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FPlatformMisc::RequestExit(true);
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}
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/**
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* main(), called when the application is started
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*/
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int main(int argc, const char *argv[])
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{
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FPlatformMisc::SetGracefulTerminationHandler();
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FPlatformMisc::SetCrashHandler(CrashReporterCrashHandler);
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FString SavedCommandLine;
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setlocale(LC_CTYPE, "");
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for (int32 Option = 1; Option < argc; Option++)
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{
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SavedCommandLine += TEXT(" ");
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SavedCommandLine += UTF8_TO_TCHAR(argv[Option]); // note: technically it depends on locale
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}
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// Run the app
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RunCrashReportClient(*SavedCommandLine);
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return 0;
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}
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