Files
UnrealEngineUWP/Engine/Source/Programs/CrashReportClient/Private/Mac/CrashReportClientMainMac.cpp
Ben Marsh 7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00

117 lines
3.0 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "CrashReportClientApp.h"
#include "HAL/ExceptionHandling.h"
#include "Mac/MacPlatformCrashContext.h"
#include "Mac/MacPlatformProcess.h"
#include "Mac/CocoaThread.h"
#include "HAL/PlatformApplicationMisc.h"
/**
* Because crash reporters can crash, too - only used for Sandboxed applications
*/
void CrashReporterCrashHandler(const FGenericCrashContext& GenericContext)
{
// We never emit a crash report in Sandboxed builds from CRC as if we do, then the crashed application's
// crash report is overwritten by the CRC's when trampolining into the Apple Crash Reporter.
_Exit(0);
}
static FString GSavedCommandLine;
static bool GIsUnattended;
@interface UE4AppDelegate : NSObject <NSApplicationDelegate, NSFileManagerDelegate>
{
}
@end
@implementation UE4AppDelegate
//handler for the quit apple event used by the Dock menu
- (void)handleQuitEvent:(NSAppleEventDescriptor*)Event withReplyEvent:(NSAppleEventDescriptor*)ReplyEvent
{
[self requestQuit:self];
}
- (IBAction)requestQuit:(id)Sender
{
GIsRequestingExit = true;
}
- (void) runGameThread:(id)Arg
{
FPlatformMisc::SetGracefulTerminationHandler();
// For sandboxed applications CRC can never report a crash, or we break trampolining into Apple's crash reporter.
if(FPlatformProcess::IsSandboxedApplication())
{
FPlatformMisc::SetCrashHandler(CrashReporterCrashHandler);
}
RunCrashReportClient(*GSavedCommandLine);
[NSApp terminate: self];
}
- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)Sender;
{
if(!GIsRequestingExit || ([NSThread gameThread] && [NSThread gameThread] != [NSThread mainThread]))
{
[self requestQuit:self];
return NSTerminateLater;
}
else
{
return NSTerminateNow;
}
}
- (void)applicationDidFinishLaunching:(NSNotification *)Notification
{
//install the custom quit event handler
NSAppleEventManager* appleEventManager = [NSAppleEventManager sharedAppleEventManager];
[appleEventManager setEventHandler:self andSelector:@selector(handleQuitEvent:withReplyEvent:) forEventClass:kCoreEventClass andEventID:kAEQuitApplication];
if (!GIsUnattended)
{
FPlatformApplicationMisc::ActivateApplication();
}
RunGameThread(self, @selector(runGameThread:));
}
@end
int main(int argc, char *argv[])
{
for (int32 Option = 1; Option < argc; Option++)
{
GSavedCommandLine += TEXT(" ");
FString Argument(ANSI_TO_TCHAR(argv[Option]));
if (Argument.Contains(TEXT(" ")))
{
if (Argument.Contains(TEXT("=")))
{
FString ArgName;
FString ArgValue;
Argument.Split( TEXT("="), &ArgName, &ArgValue );
Argument = FString::Printf( TEXT("%s=\"%s\""), *ArgName, *ArgValue );
}
else
{
Argument = FString::Printf(TEXT("\"%s\""), *Argument);
}
}
else if (Argument.ToLower() == TEXT("-unattended"))
{
GIsUnattended = true;
}
GSavedCommandLine += Argument;
}
SCOPED_AUTORELEASE_POOL;
[NSApplication sharedApplication];
[NSApp setDelegate:[UE4AppDelegate new]];
[NSApp run];
return 0;
}