Files
UnrealEngineUWP/Engine/Source/Programs/CrashReporter/CrashReportProcess/CrashReportProcessService.Designer.cs
Matthew Griffin bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00

57 lines
1.5 KiB
C#

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
namespace Tools.CrashReporter.CrashReportProcess
{
partial class CrashReporterProcessServicer
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose( bool disposing )
{
if( disposing && ( components != null ) )
{
components.Dispose();
// If the process has started, all three disposable objects will be valid
// I would just call OnStop, but the code analysis tool doesn't look inside
// it and thinks the members aren't being Disposed.
if (Processor != null)
{
// Clean up the directory watcher and crash processor threads
Processor.Dispose();
Processor = null;
Watcher.Dispose();
Watcher = null;
// Flush the log to disk
Log.Dispose();
Log = null;
}
}
base.Dispose( disposing );
}
#region Component Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
components = new System.ComponentModel.Container();
this.ServiceName = "CrashReportProcessService";
}
#endregion
}
}