Files
UnrealEngineUWP/Engine/Source/Programs/CrashReportClient/Private/Linux/CrashReportClientMainLinux.cpp
Arciel Rekman 19116aa1a5 Fix crash reporter missing in Linux builds.
#rb Ben.Marsh (discussed)
#fyi Ben.Marsh, Matt.Kuhlenschmidt
#lockdown Nick.Penwarden

[CL 3622648 by Arciel Rekman in Main branch]
2017-09-01 12:46:25 -04:00

66 lines
1.6 KiB
C++

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