Files
UnrealEngineUWP/Engine/Source/Programs/CrashReportClient/Private/CrashReportClientApp.cpp
Martin Ridgers 1cf4a2bc67 Deprecate GIsRequestingExit
Get GIsRequestingExit now by IsEngineRequestingExit()

Set GIsRequestingExit now by RequestEngineExit(const TCHAR* Reason) or RequestEngineExit(const FString& Reason)
NOTE If Reason is 4 or less chars it will generate an ensure to force a reason to exit

The reason behind this change is right now setting GIsRequestingExit to true can cause many things to break mainly early on and with out any sort of log warning we have entered this state. We should wrap this behind a function to allow for proper handling

#rb Chris.Babcock, Michael.Trepka, Michael.Noland
#jira UE-79933
[FYI] Michael.Noland


#ROBOMERGE-SOURCE: CL 8649683 via CL 8653683
#ROBOMERGE-BOT: (v417-8656536)

(ushell-p4-cherrypick of 8658680 by brandon.schaefer)

[CL 8926683 by Martin Ridgers in Dev-Core branch]
2019-09-20 10:10:05 -04:00

643 lines
21 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "CrashReportClientApp.h"
#include "Misc/Parse.h"
#include "Misc/CommandLine.h"
#include "Misc/QueuedThreadPool.h"
#include "Internationalization/Internationalization.h"
#include "Math/Vector2D.h"
#include "Misc/ConfigCacheIni.h"
#include "GenericPlatform/GenericApplication.h"
#include "Misc/App.h"
#include "CrashReportCoreConfig.h"
#include "GenericPlatform/GenericPlatformCrashContext.h"
#include "CrashDescription.h"
#include "CrashReportAnalytics.h"
#include "Modules/ModuleManager.h"
#include "HAL/PlatformApplicationMisc.h"
#include "HAL/PlatformCrashContext.h"
#include "IAnalyticsProviderET.h"
#if !CRASH_REPORT_UNATTENDED_ONLY
#include "SCrashReportClient.h"
#include "CrashReportClient.h"
#include "CrashReportClientStyle.h"
#include "ISlateReflectorModule.h"
#include "Framework/Application/SlateApplication.h"
#endif // !CRASH_REPORT_UNATTENDED_ONLY
#include "CrashReportCoreUnattended.h"
#include "Async/TaskGraphInterfaces.h"
#include "RequiredProgramMainCPPInclude.h"
#include "MainLoopTiming.h"
#include "PlatformErrorReport.h"
#include "XmlFile.h"
/** Default main window size */
const FVector2D InitialWindowDimensions(740, 560);
/** Average tick rate the app aims for */
const float IdealTickRate = 30.f;
/** Set this to true in the code to open the widget reflector to debug the UI */
const bool RunWidgetReflector = false;
IMPLEMENT_APPLICATION(CrashReportClient, "CrashReportClient");
DEFINE_LOG_CATEGORY(CrashReportClientLog);
/** Directory containing the report */
static TArray<FString> FoundReportDirectoryAbsolutePaths;
/** Name of the game passed via the command line. */
static FString GameNameFromCmd;
/** GUID of the crash passed via the command line. */
static FString CrashGUIDFromCmd;
/** If we are implicitly sending its assumed we are also unattended for now */
static bool bImplicitSendFromCmd = false;
/** If we want to enable analytics */
static bool AnalyticsEnabledFromCmd = true;
/** If in monitor mode, watch this pid. */
static uint64 MonitorPid = 0;
/** If in monitor mode, pipe to read data from game. */
static void* MonitorReadPipe = nullptr;
/** If in monitor mode, pipe to write data to game. */
static void* MonitorWritePipe = nullptr;
/** Result of submission of report */
enum SubmitCrashReportResult {
Failed, // Failed to send report
SuccessClosed, // Succeeded sending report, user has not elected to relaunch
SuccessRestarted, // Succeeded sending report, user has elected to restart process
SuccessContinue // Succeeded sending report, continue running (if monitor mode).
};
/**
* Look for the report to upload, either in the command line or in the platform's report queue
*/
void ParseCommandLine(const TCHAR* CommandLine)
{
const TCHAR* CommandLineAfterExe = FCommandLine::RemoveExeName(CommandLine);
FoundReportDirectoryAbsolutePaths.Empty();
// Use the first argument if present and it's not a flag
if (*CommandLineAfterExe)
{
TArray<FString> Switches;
TArray<FString> Tokens;
TMap<FString, FString> Params;
{
FString NextToken;
while (FParse::Token(CommandLineAfterExe, NextToken, false))
{
if (**NextToken == TCHAR('-'))
{
new(Switches)FString(NextToken.Mid(1));
}
else
{
new(Tokens)FString(NextToken);
}
}
for (int32 SwitchIdx = Switches.Num() - 1; SwitchIdx >= 0; --SwitchIdx)
{
FString& Switch = Switches[SwitchIdx];
TArray<FString> SplitSwitch;
if (2 == Switch.ParseIntoArray(SplitSwitch, TEXT("="), true))
{
Params.Add(SplitSwitch[0], SplitSwitch[1].TrimQuotes());
Switches.RemoveAt(SwitchIdx);
}
}
}
if (Tokens.Num() > 0)
{
FoundReportDirectoryAbsolutePaths.Add(Tokens[0]);
}
GameNameFromCmd = Params.FindRef(TEXT("AppName"));
CrashGUIDFromCmd = FString();
if (Params.Contains(TEXT("CrashGUID")))
{
CrashGUIDFromCmd = Params.FindRef(TEXT("CrashGUID"));
}
if (Switches.Contains(TEXT("ImplicitSend")))
{
bImplicitSendFromCmd = true;
}
if (Switches.Contains(TEXT("NoAnalytics")))
{
AnalyticsEnabledFromCmd = false;
}
CrashGUIDFromCmd = Params.FindRef(TEXT("CrashGUID"));
MonitorPid = FPlatformString::Atoi64(*Params.FindRef(TEXT("MONITOR")));
MonitorReadPipe = (void*) FPlatformString::Atoi64(*Params.FindRef(TEXT("READ")));
MonitorWritePipe = (void*) FPlatformString::Atoi64(*Params.FindRef(TEXT("WRITE")));
}
if (FoundReportDirectoryAbsolutePaths.Num() == 0)
{
FPlatformErrorReport::FindMostRecentErrorReports(FoundReportDirectoryAbsolutePaths, FTimespan::FromDays(30)); //FTimespan::FromMinutes(30));
}
}
/**
* Find the error report folder and check it matches the app name if provided
*/
FPlatformErrorReport LoadErrorReport()
{
if (FoundReportDirectoryAbsolutePaths.Num() == 0)
{
UE_LOG(CrashReportClientLog, Warning, TEXT("No error report found"));
return FPlatformErrorReport();
}
for (const FString& ReportDirectoryAbsolutePath : FoundReportDirectoryAbsolutePaths)
{
FPlatformErrorReport ErrorReport(ReportDirectoryAbsolutePath);
FString Filename;
// CrashContext.runtime-xml has the precedence over the WER
if (ErrorReport.FindFirstReportFileWithExtension(Filename, FGenericCrashContext::CrashContextExtension))
{
FPrimaryCrashProperties::Set(new FCrashContext(ReportDirectoryAbsolutePath / Filename));
}
else if (ErrorReport.FindFirstReportFileWithExtension(Filename, TEXT(".xml")))
{
FPrimaryCrashProperties::Set(new FCrashWERContext(ReportDirectoryAbsolutePath / Filename));
}
else
{
continue;
}
#if CRASH_REPORT_UNATTENDED_ONLY
return ErrorReport;
#else
bool NameMatch = false;
if (GameNameFromCmd.IsEmpty() || GameNameFromCmd == FPrimaryCrashProperties::Get()->GameName)
{
NameMatch = true;
}
bool GUIDMatch = false;
if (CrashGUIDFromCmd.IsEmpty() || CrashGUIDFromCmd == FPrimaryCrashProperties::Get()->CrashGUID)
{
GUIDMatch = true;
}
if (NameMatch && GUIDMatch)
{
FString ConfigFilename;
if (ErrorReport.FindFirstReportFileWithExtension(ConfigFilename, FGenericCrashContext::CrashConfigExtension))
{
FConfigFile CrashConfigFile;
CrashConfigFile.Read(ReportDirectoryAbsolutePath / ConfigFilename);
FCrashReportCoreConfig::Get().SetProjectConfigOverrides(CrashConfigFile);
}
return ErrorReport;
}
#endif
}
// Don't display or upload anything if we can't find the report we expected
return FPlatformErrorReport();
}
static void OnRequestExit()
{
RequestEngineExit(TEXT("OnRequestExit"));
}
#if !CRASH_REPORT_UNATTENDED_ONLY
SubmitCrashReportResult RunWithUI(FPlatformErrorReport ErrorReport)
{
// create the platform slate application (what FSlateApplication::Get() returns)
TSharedRef<FSlateApplication> Slate = FSlateApplication::Create(MakeShareable(FPlatformApplicationMisc::CreateApplication()));
// initialize renderer
TSharedRef<FSlateRenderer> SlateRenderer = GetStandardStandaloneRenderer();
// Grab renderer initialization retry settings from ini
int32 SlateRendererInitRetryCount = 10;
GConfig->GetInt(TEXT("CrashReportClient"), TEXT("UIInitRetryCount"), SlateRendererInitRetryCount, GEngineIni);
double SlateRendererInitRetryInterval = 2.0;
GConfig->GetDouble(TEXT("CrashReportClient"), TEXT("UIInitRetryInterval"), SlateRendererInitRetryInterval, GEngineIni);
// Try to initialize the renderer. It's possible that we launched when the driver crashed so try a few times before giving up.
bool bRendererInitialized = false;
bool bRendererFailedToInitializeAtLeastOnce = false;
do
{
SlateRendererInitRetryCount--;
bRendererInitialized = FSlateApplication::Get().InitializeRenderer(SlateRenderer, true);
if (!bRendererInitialized && SlateRendererInitRetryCount > 0)
{
bRendererFailedToInitializeAtLeastOnce = true;
FPlatformProcess::Sleep(SlateRendererInitRetryInterval);
}
} while (!bRendererInitialized && SlateRendererInitRetryCount > 0);
if (!bRendererInitialized)
{
// Close down the Slate application
FSlateApplication::Shutdown();
return Failed;
}
else if (bRendererFailedToInitializeAtLeastOnce)
{
// Wait until the driver is fully restored
FPlatformProcess::Sleep(2.0f);
// Update the display metrics
FDisplayMetrics DisplayMetrics;
FDisplayMetrics::RebuildDisplayMetrics(DisplayMetrics);
FSlateApplication::Get().GetPlatformApplication()->OnDisplayMetricsChanged().Broadcast(DisplayMetrics);
}
// Set up the main ticker
FMainLoopTiming MainLoop(IdealTickRate, EMainLoopOptions::UsingSlate);
// set the normal UE4 IsEngineExitRequested() when outer frame is closed
FSlateApplication::Get().SetExitRequestedHandler(FSimpleDelegate::CreateStatic(&OnRequestExit));
// Prepare the custom Slate styles
FCrashReportClientStyle::Initialize();
// Create the main implementation object
TSharedRef<FCrashReportClient> CrashReportClient = MakeShareable(new FCrashReportClient(ErrorReport));
// open up the app window
TSharedRef<SCrashReportClient> ClientControl = SNew(SCrashReportClient, CrashReportClient);
TSharedRef<SWindow> Window = FSlateApplication::Get().AddWindow(
SNew(SWindow)
.Title(NSLOCTEXT("CrashReportClient", "CrashReportClientAppName", "Unreal Engine 4 Crash Reporter"))
.HasCloseButton(FCrashReportCoreConfig::Get().IsAllowedToCloseWithoutSending())
.ClientSize(InitialWindowDimensions)
[
ClientControl
]);
Window->SetRequestDestroyWindowOverride(FRequestDestroyWindowOverride::CreateSP(CrashReportClient, &FCrashReportClient::RequestCloseWindow));
// Setting focus seems to have to happen after the Window has been added
FSlateApplication::Get().ClearKeyboardFocus(EFocusCause::Cleared);
// Debugging code
if (RunWidgetReflector)
{
FModuleManager::LoadModuleChecked<ISlateReflectorModule>("SlateReflector").DisplayWidgetReflector();
}
// loop until the app is ready to quit
while (!IsEngineExitRequested())
{
MainLoop.Tick();
if (CrashReportClient->ShouldWindowBeHidden())
{
Window->HideWindow();
}
}
// Make sure the window is hidden, because it might take a while for the background thread to finish.
Window->HideWindow();
// Stop the background thread
CrashReportClient->StopBackgroundThread();
// Clean up the custom styles
FCrashReportClientStyle::Shutdown();
// Close down the Slate application
FSlateApplication::Shutdown();
// Detect if ensure, if user has selected to restart or close.
return CrashReportClient->GetIsSuccesfullRestart() ? SuccessRestarted : (FPrimaryCrashProperties::Get()->bIsEnsure ? SuccessContinue : SuccessClosed);
}
#endif // !CRASH_REPORT_UNATTENDED_ONLY
// When we want to implicitly send and use unattended we still want to show a message box of a crash if possible
class FMessageBoxThread : public FRunnable
{
virtual uint32 Run() override
{
// We will not have any GUI for the crash reporter if we are sending implicitly, so pop a message box up at least
if (FApp::CanEverRender())
{
FPlatformMisc::MessageBoxExt(EAppMsgType::Ok,
*NSLOCTEXT("MessageDialog", "ReportCrash_Body", "The application has crashed and will now close. We apologize for the inconvenience.").ToString(),
*NSLOCTEXT("MessageDialog", "ReportCrash_Title", "Application Crash Detected").ToString());
}
return 0;
}
};
SubmitCrashReportResult RunUnattended(FPlatformErrorReport ErrorReport)
{
// Set up the main ticker
FMainLoopTiming MainLoop(IdealTickRate, EMainLoopOptions::CoreTickerOnly);
// In the unattended mode we don't send any PII.
FCrashReportCoreUnattended CrashReportClient(ErrorReport);
ErrorReport.SetUserComment(NSLOCTEXT("CrashReportClient", "UnattendedMode", "Sent in the unattended mode"));
FMessageBoxThread MessageBox;
FRunnableThread* MessageBoxThread = nullptr;
if (bImplicitSendFromCmd)
{
MessageBoxThread = FRunnableThread::Create(&MessageBox, TEXT("CrashReporter_MessageBox"));
}
// loop until the app is ready to quit
while (!IsEngineExitRequested())
{
MainLoop.Tick();
}
if (bImplicitSendFromCmd && MessageBoxThread)
{
MessageBoxThread->WaitForCompletion();
}
// Continue running in case of ensures, otherwise close
return FPrimaryCrashProperties::Get()->bIsEnsure ? SuccessContinue : SuccessClosed;
}
FPlatformErrorReport CollectErrorReport(uint32 Pid, const FSharedCrashContext& SharedCrashContext, void* WritePipe)
{
// @note: This API is only partially implemented on Mac OS and Linux.
FProcHandle ProcessHandle = FPlatformProcess::OpenProcess(Pid);
// First init the static crash context state
FPlatformCrashContext::InitializeFromContext(
SharedCrashContext.SessionContext,
SharedCrashContext.EnabledPluginsNum > 0 ? &SharedCrashContext.DynamicData[SharedCrashContext.EnabledPluginsOffset] : nullptr,
SharedCrashContext.EngineDataNum > 0 ? &SharedCrashContext.DynamicData[SharedCrashContext.EngineDataOffset] : nullptr,
SharedCrashContext.GameDataNum > 0 ? &SharedCrashContext.DynamicData[SharedCrashContext.GameDataOffset] : nullptr
);
// Next create a crash context for the crashed process.
FPlatformCrashContext CrashContext(SharedCrashContext.CrashType, SharedCrashContext.ErrorMessage);
CrashContext.SetCrashedProcess(ProcessHandle);
CrashContext.SetCrashedThreadId(SharedCrashContext.CrashingThreadId);
CrashContext.SetNumMinidumpFramesToIgnore(SharedCrashContext.NumStackFramesToIgnore);
// Initialize the stack walking for the monitored process
FPlatformStackWalk::InitStackWalkingForProcess(ProcessHandle);
for (uint32 ThreadIdx = 0; ThreadIdx < SharedCrashContext.NumThreads; ThreadIdx++)
{
const uint32 ThreadId = SharedCrashContext.ThreadIds[ThreadIdx];
uint64 StackFrames[CR_MAX_STACK_FRAMES] = {0};
const uint32 StackFrameCount = FPlatformStackWalk::CaptureThreadStackBackTrace(
ThreadId,
StackFrames,
CR_MAX_STACK_FRAMES
);
CrashContext.AddPortableThreadCallStack(
SharedCrashContext.ThreadIds[ThreadIdx],
&SharedCrashContext.ThreadNames[ThreadIdx*CR_MAX_THREAD_NAME_CHARS],
StackFrames,
StackFrameCount
);
// Add the crashing stack specifically. Is this really needed?
if (ThreadId == SharedCrashContext.CrashingThreadId)
{
CrashContext.SetPortableCallStack(
StackFrames + SharedCrashContext.NumStackFramesToIgnore,
StackFrameCount - SharedCrashContext.NumStackFramesToIgnore
);
}
}
// Setup the FPrimaryCrashProperties singleton. If the path is not set it is most likely
// that we have crashed during static init, in which case we need to construct a directory
// ourself.
CrashContext.SerializeContentToBuffer();
FString ReportDirectoryAbsolutePath(SharedCrashContext.CrashFilesDirectory);
bool DirectoryExists = true;
if (ReportDirectoryAbsolutePath.IsEmpty())
{
DirectoryExists = FGenericCrashContext::CreateCrashReportDirectory(
SharedCrashContext.SessionContext.CrashGUIDRoot,
SharedCrashContext.SessionContext.GameName,
0,
ReportDirectoryAbsolutePath);
}
// Copy platform specific files (e.g. minidump) to output directory if it exists
if (DirectoryExists)
{
CrashContext.CopyPlatformSpecificFiles(*ReportDirectoryAbsolutePath, SharedCrashContext.PlatformCrashContext);
}
// At this point the game can continue execution. It is important this happens
// as soon as thread state and minidump has been created, so that ensures cause
// as little hitch as possible.
//uint8 ResponseCode[] = { 0xd, 0xe, 0xa, 0xd };
//FPlatformProcess::WritePipe(WritePipe, ResponseCode, sizeof(ResponseCode));
// Write out the XML file.
const FString CrashContextXMLPath = FPaths::Combine(*ReportDirectoryAbsolutePath, FPlatformCrashContext::CrashContextRuntimeXMLNameW);
CrashContext.SerializeAsXML(*CrashContextXMLPath);
const TCHAR* CrachContextBuffer = *CrashContext.GetBuffer();
FPrimaryCrashProperties::Set(new FCrashContext(ReportDirectoryAbsolutePath / TEXT("CrashContext.runtime-xml"), CrachContextBuffer));
FPlatformErrorReport ErrorReport(ReportDirectoryAbsolutePath);
#if CRASH_REPORT_UNATTENDED_ONLY
return ErrorReport;
#else
FString ConfigFilename;
if (ErrorReport.FindFirstReportFileWithExtension(ConfigFilename, FGenericCrashContext::CrashConfigExtension))
{
FConfigFile CrashConfigFile;
CrashConfigFile.Read(ReportDirectoryAbsolutePath / ConfigFilename);
FCrashReportCoreConfig::Get().SetProjectConfigOverrides(CrashConfigFile);
}
return ErrorReport;
#endif
}
SubmitCrashReportResult SendErrorReport(FPlatformErrorReport& ErrorReport, TOptional<bool> bNoDialog = TOptional<bool>())
{
if (!IsEngineExitRequested() && ErrorReport.HasFilesToUpload() && FPrimaryCrashProperties::Get() != nullptr)
{
const bool bUnattended =
#if CRASH_REPORT_UNATTENDED_ONLY
true;
#else
bNoDialog.IsSet() ? bNoDialog.GetValue() : FApp::IsUnattended();
#endif // CRASH_REPORT_UNATTENDED_ONLY
ErrorReport.SetCrashReportClientVersion(FCrashReportCoreConfig::Get().GetVersion());
if (bUnattended)
{
return RunUnattended(ErrorReport);
}
#if !CRASH_REPORT_UNATTENDED_ONLY
else
{
const SubmitCrashReportResult Result = RunWithUI(ErrorReport);
if (Result == Failed)
{
// UI failed to initialize, probably due to driver crash. Send in unattended mode if allowed.
bool bCanSendWhenUIFailedToInitialize = true;
GConfig->GetBool(TEXT("CrashReportClient"), TEXT("CanSendWhenUIFailedToInitialize"), bCanSendWhenUIFailedToInitialize, GEngineIni);
if (bCanSendWhenUIFailedToInitialize && !FCrashReportCoreConfig::Get().IsAllowedToCloseWithoutSending())
{
return RunUnattended(ErrorReport);
}
}
return Result;
}
#endif // !CRASH_REPORT_UNATTENDED_ONLY
}
return Failed;
}
bool WaitForCrash(uint32 WatchedProcess, FSharedCrashContext& CrashContext, void* ReadPipe)
{
TArray<uint8> Buffer;
while (FPlatformProcess::IsApplicationAlive(WatchedProcess))
{
if (FPlatformProcess::ReadPipeToArray(ReadPipe, Buffer))
{
FPlatformMemory::Memcpy(&CrashContext, Buffer.GetData(), Buffer.Num());
return true;
}
FPlatformProcess::Sleep(1.0f);
}
return false;
}
void RunCrashReportClient(const TCHAR* CommandLine)
{
// Override the stack size for the thread pool.
FQueuedThreadPool::OverrideStackSize = 256 * 1024;
// Increase the HttpSendTimeout to 5 minutes
GConfig->SetFloat(TEXT("HTTP"), TEXT("HttpSendTimeout"), 5 * 60.0f, GEngineIni);
// Set up the main loop
GEngineLoop.PreInit(CommandLine);
// Make sure all UObject classes are registered and default properties have been initialized
ProcessNewlyLoadedUObjects();
// Tell the module manager is may now process newly-loaded UObjects when new C++ modules are loaded
FModuleManager::Get().StartProcessingNewlyLoadedObjects();
// Initialize config.
FCrashReportCoreConfig::Get();
// Find the report to upload in the command line arguments
ParseCommandLine(CommandLine);
FPlatformErrorReport::Init();
if (MonitorPid && MonitorWritePipe && MonitorReadPipe)
{
while (FPlatformProcess::IsApplicationAlive(MonitorPid) && !GIsRequestingExit)
{
// Wait for parent process to signal crash
FSharedCrashContext CrashContext;
if (WaitForCrash(MonitorPid, CrashContext, MonitorReadPipe))
{
// When running in monitor mode we cannot setup analytics info on the command line (we start earlier than
// config system), instead the crash context contains what the user has selected.
if (CrashContext.bSendUsageData)
{
FCrashReportAnalytics::Initialize();
}
// Build error report in memory
FPlatformErrorReport ErrorReport = CollectErrorReport(MonitorPid, CrashContext, MonitorWritePipe);
const SubmitCrashReportResult Result = SendErrorReport(ErrorReport, CrashContext.bNoDialog && CrashContext.bSendUnattenededBugReports);
// At this point the game can continue execution. It is important this happens
// as soon as thread state and minidump has been created, so that ensures cause
// as little hitch as possible.
uint8 ResponseCode[] = { 0xd, 0xe, 0xa, 0xd };
FPlatformProcess::WritePipe(MonitorWritePipe, ResponseCode, sizeof(ResponseCode));
if (AnalyticsEnabledFromCmd)
{
// If analytics is enabled make sure they are submitted now.
FCrashReportAnalytics::GetProvider().BlockUntilFlushed(5.0f);
}
// This is ugly, but since many parts of CrashReportClient and CrashReportCoreUnattended is built
// using this flag to exit tick loops, this was the easiest way of making the monitor path be able to
// send multiple reports (e.g. ensure followed by crash).
if (Result == SuccessContinue)
{
GIsRequestingExit = false;
}
if (CrashContext.bSendUsageData)
{
FCrashReportAnalytics::Shutdown();
}
}
}
}
else
{
if (AnalyticsEnabledFromCmd)
{
FCrashReportAnalytics::Initialize();
}
// Load error report generated by the process from disk
FPlatformErrorReport ErrorReport = LoadErrorReport();
const SubmitCrashReportResult Result = SendErrorReport(ErrorReport);
// We are not interested in the result of this
if (AnalyticsEnabledFromCmd)
{
FCrashReportAnalytics::Shutdown();
}
}
FPrimaryCrashProperties::Shutdown();
FPlatformErrorReport::ShutDown();
RequestEngineExit(TEXT("CrashReportClientApp RequestExit"));
FEngineLoop::AppPreExit();
FModuleManager::Get().UnloadModulesAtShutdown();
FTaskGraphInterface::Shutdown();
FEngineLoop::AppExit();
}