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### Notes The check() message and callstack is actually printed in FWindowsErrorOutputDevice::HandleError which is called in the __except block after we RaiseException() inside ReportAssert(). However, RenderingThread's __except doesn't do this, so the contents of GErrorHist are lost to everyone except for CrashReporter. This change adds this necessary logging. Also, add Windows Launch support for -IgnoreDebugger when choosing __try/__except or not (this precedes initialization of GIgnoreDebugger). This makes debugging easier for this class of issue. ### Testing Repro steps are in the JIRA. Tested at that change (which has a reliable RenderingThread check() failure), and at #head where no defect exists. Tests fail and pass, respectively, as expected. #rnx #rb francis.hurteau #jira UE-151056 #preflight 627b0b4ac42338be653745e6 [CL 20140980 by geoff evans in ue5-main branch]
344 lines
10 KiB
C++
344 lines
10 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "CoreMinimal.h"
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#if WINDOWS_USE_FEATURE_LAUNCH
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#include "Misc/App.h"
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#include "Misc/OutputDeviceError.h"
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#include "LaunchEngineLoop.h"
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#include "HAL/ExceptionHandling.h"
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#include "HAL/PlatformMallocCrash.h"
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#include "Windows/WindowsHWrapper.h"
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#include <shellapi.h>
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#if UE_BUILD_DEBUG
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#include <crtdbg.h>
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#endif
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DEFINE_LOG_CATEGORY_STATIC(LogLaunchWindows, Log, All);
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extern int32 GuardedMain( const TCHAR* CmdLine );
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extern void LaunchStaticShutdownAfterError();
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// http://developer.download.nvidia.com/devzone/devcenter/gamegraphics/files/OptimusRenderingPolicies.pdf
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// The following line is to favor the high performance NVIDIA GPU if there are multiple GPUs
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// Has to be .exe module to be correctly detected.
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extern "C" { _declspec(dllexport) uint32 NvOptimusEnablement = 0x00000001; }
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// And the AMD equivalent
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// Also has to be .exe module to be correctly detected.
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extern "C" { _declspec(dllexport) uint32 AmdPowerXpressRequestHighPerformance = 0x00000001; }
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// Opt in to new D3D12 redist and tell the loader where to search for D3D12Core.dll.
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// The D3D loader looks for these symbol exports in the .exe module.
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// We only support this on x64 Windows Desktop platforms. Other platforms or non-redist-aware
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// versions of Windows will transparently load default OS-provided D3D12 library.
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#define USE_D3D12_REDIST (PLATFORM_DESKTOP && PLATFORM_CPU_X86_FAMILY && PLATFORM_64BITS && 1)
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#if USE_D3D12_REDIST
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extern "C" { _declspec(dllexport) extern const UINT D3D12SDKVersion = 602; }
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extern "C" { _declspec(dllexport) extern const char* D3D12SDKPath = u8".\\D3D12\\"; }
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#endif // USE_D3D12_REDIST
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/**
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* Maintain a named mutex to detect whether we are the first instance of this game
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*/
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HANDLE GNamedMutex = NULL;
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/** Whether we should pause before exiting. used by UCC */
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bool GShouldPauseBeforeExit;
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void ReleaseNamedMutex( void )
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{
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if( GNamedMutex )
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{
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ReleaseMutex( GNamedMutex );
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GNamedMutex = NULL;
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}
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}
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bool MakeNamedMutex( const TCHAR* CmdLine )
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{
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bool bIsFirstInstance = false;
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TCHAR MutexName[MAX_SPRINTF] = TEXT( "" );
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FCString::Strcpy( MutexName, MAX_SPRINTF, TEXT( "UnrealEngine4" ) );
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GNamedMutex = CreateMutex( NULL, true, MutexName );
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if( GNamedMutex && GetLastError() != ERROR_ALREADY_EXISTS && !FParse::Param( CmdLine, TEXT( "NEVERFIRST" ) ) )
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{
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// We're the first instance!
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bIsFirstInstance = true;
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}
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else
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{
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// Still need to release it in this case, because it gave us a valid copy
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ReleaseNamedMutex();
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// There is already another instance of the game running.
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bIsFirstInstance = false;
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}
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return( bIsFirstInstance );
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}
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/**
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* Handler for CRT parameter validation. Triggers error
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*
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* @param Expression - the expression that failed crt validation
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* @param Function - function which failed crt validation
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* @param File - file where failure occured
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* @param Line - line number of failure
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* @param Reserved - not used
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*/
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void InvalidParameterHandler(const TCHAR* Expression,
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const TCHAR* Function,
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const TCHAR* File,
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uint32 Line,
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uintptr_t Reserved)
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{
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UE_LOG(LogLaunchWindows, Fatal,TEXT("SECURE CRT: Invalid parameter detected.\nExpression: %s Function: %s. File: %s Line: %d\n"),
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Expression ? Expression : TEXT("Unknown"),
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Function ? Function : TEXT("Unknown"),
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File ? File : TEXT("Unknown"),
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Line );
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}
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/**
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* Setup the common debug settings
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*/
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void SetupWindowsEnvironment( void )
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{
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// all crt validation should trigger the callback
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_set_invalid_parameter_handler(InvalidParameterHandler);
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#if UE_BUILD_DEBUG
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// Disable the message box for assertions and just write to debugout instead
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_CrtSetReportMode( _CRT_ASSERT, _CRTDBG_MODE_DEBUG );
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// don't fill buffers with 0xfd as we make assumptions for FNames st we only use a fraction of the entire buffer
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_CrtSetDebugFillThreshold( 0 );
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#endif
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}
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/**
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* The inner exception handler catches crashes/asserts in native C++ code and is the only way to get the correct callstack
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* when running a 64-bit executable. However, XAudio2 doesn't always like this and it may result in no sound.
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*/
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#ifdef _WIN64
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bool GEnableInnerException = true;
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#else
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bool GEnableInnerException = false;
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#endif
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/**
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* The inner exception handler catches crashes/asserts in native C++ code and is the only way to get the correct callstack
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* when running a 64-bit executable. However, XAudio2 doesn't like this and it may result in no sound.
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*/
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LAUNCH_API int32 GuardedMainWrapper( const TCHAR* CmdLine )
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{
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int32 ErrorLevel = 0;
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if ( GEnableInnerException )
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{
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#if !PLATFORM_SEH_EXCEPTIONS_DISABLED
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__try
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#endif
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{
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// Run the guarded code.
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ErrorLevel = GuardedMain( CmdLine );
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}
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#if !PLATFORM_SEH_EXCEPTIONS_DISABLED
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__except( ReportCrash( GetExceptionInformation() ), EXCEPTION_CONTINUE_SEARCH )
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{
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// Deliberately do nothing but avoid warning C6322: Empty _except block.
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(void)0;
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}
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#endif
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}
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else
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{
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// Run the guarded code.
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ErrorLevel = GuardedMain( CmdLine );
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}
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return ErrorLevel;
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}
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/**
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* The command-line invocation string, processed using the standard Windows CommandLineToArgvW implementation.
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* This need to be a static global to avoid object unwinding errors in WinMain when SEH is enabled.
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*/
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static FString GSavedCommandLine;
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bool ProcessCommandLine()
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{
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int argc = 0;
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LPWSTR* argv = ::CommandLineToArgvW(::GetCommandLineW(), &argc);
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if (argv != nullptr)
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{
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// Reconstruct our command line string in a format suitable for consumption by the FParse class
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GSavedCommandLine = "";
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for (int32 Option = 1; Option < argc; Option++)
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{
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GSavedCommandLine += TEXT(" ");
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// Inject quotes in the correct position to preserve arguments containing whitespace
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FString Temp = argv[Option];
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if (Temp.Contains(TEXT(" ")))
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{
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int32 Quote = 0;
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if(Temp.StartsWith(TEXT("-")))
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{
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int32 Separator;
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if (Temp.FindChar('=', Separator))
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{
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Quote = Separator + 1;
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}
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}
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Temp = Temp.Left(Quote) + TEXT("\"") + Temp.Mid(Quote) + TEXT("\"");
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}
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GSavedCommandLine += Temp;
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}
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// Free memory allocated for CommandLineToArgvW() arguments
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::LocalFree(argv);
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return true;
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}
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return false;
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}
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LAUNCH_API int32 LaunchWindowsStartup( HINSTANCE hInInstance, HINSTANCE hPrevInstance, char*, int32 nCmdShow, const TCHAR* CmdLine )
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{
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TRACE_BOOKMARK(TEXT("WinMain.Enter"));
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// Setup common Windows settings
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SetupWindowsEnvironment();
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int32 ErrorLevel = 0;
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hInstance = hInInstance;
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if (!CmdLine)
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{
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CmdLine = ::GetCommandLineW();
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// Attempt to process the command-line arguments using the standard Windows implementation
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// (This ensures behavior parity with other platforms where argc and argv are used.)
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if ( ProcessCommandLine() )
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{
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CmdLine = *GSavedCommandLine;
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}
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}
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// If we're running in unattended mode, make sure we never display error dialogs if we crash.
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if ( FParse::Param( CmdLine, TEXT("unattended") ) )
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{
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SetErrorMode(SEM_FAILCRITICALERRORS | SEM_NOGPFAULTERRORBOX | SEM_NOOPENFILEERRORBOX);
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}
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#if !(UE_BUILD_SHIPPING && WITH_EDITOR)
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// Named mutex we use to figure out whether we are the first instance of the game running. This is needed to e.g.
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// make sure there is no contention when trying to save the shader cache.
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GIsFirstInstance = MakeNamedMutex( CmdLine );
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if ( FParse::Param( CmdLine,TEXT("crashreports") ) )
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{
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GAlwaysReportCrash = true;
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}
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#endif
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bool bNoExceptionHandler = FParse::Param(CmdLine,TEXT("noexceptionhandler"));
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(void)bNoExceptionHandler;
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bool bIgnoreDebugger = FParse::Param(CmdLine, TEXT("IgnoreDebugger"));
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(void)bIgnoreDebugger;
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bool bIsDebuggerPresent = FPlatformMisc::IsDebuggerPresent() && !bIgnoreDebugger;
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(void)bIsDebuggerPresent;
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// Using the -noinnerexception parameter will disable the exception handler within native C++, which is call from managed code,
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// which is called from this function.
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// The default case is to have three wrapped exception handlers
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// Native: WinMain() -> Native: GuardedMainWrapper().
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// The inner exception handler in GuardedMainWrapper() catches crashes/asserts in native C++ code and is the only way to get the
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// correct callstack when running a 64-bit executable. However, XAudio2 sometimes (?) don't like this and it may result in no sound.
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#ifdef _WIN64
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if ( FParse::Param(CmdLine,TEXT("noinnerexception")) || FApp::IsBenchmarking() || bNoExceptionHandler)
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{
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GEnableInnerException = false;
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}
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#endif
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// When we're running embedded, assume that the outer application is going to be handling crash reporting
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#if UE_BUILD_DEBUG
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if (GUELibraryOverrideSettings.bIsEmbedded || !GAlwaysReportCrash)
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#else
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if (GUELibraryOverrideSettings.bIsEmbedded || bNoExceptionHandler || (bIsDebuggerPresent && !GAlwaysReportCrash))
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#endif
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{
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// Don't use exception handling when a debugger is attached to exactly trap the crash. This does NOT check
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// whether we are the first instance or not!
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ErrorLevel = GuardedMain( CmdLine );
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}
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else
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{
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// Use structured exception handling to trap any crashes, walk the the stack and display a crash dialog box.
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#if !PLATFORM_SEH_EXCEPTIONS_DISABLED
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__try
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#endif
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{
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GIsGuarded = 1;
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// Run the guarded code.
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ErrorLevel = GuardedMainWrapper( CmdLine );
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GIsGuarded = 0;
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}
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#if !PLATFORM_SEH_EXCEPTIONS_DISABLED
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__except( GEnableInnerException ? EXCEPTION_EXECUTE_HANDLER : ReportCrash( GetExceptionInformation( ) ) )
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{
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#if !(UE_BUILD_SHIPPING && WITH_EDITOR)
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// Release the mutex in the error case to ensure subsequent runs don't find it.
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ReleaseNamedMutex();
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#endif
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// Crashed.
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ErrorLevel = 1;
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if(GError)
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{
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GError->HandleError();
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}
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LaunchStaticShutdownAfterError();
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FPlatformMallocCrash::Get().PrintPoolsUsage();
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FPlatformMisc::RequestExit( true );
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}
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#endif
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}
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TRACE_BOOKMARK(TEXT("WinMain.Exit"));
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return ErrorLevel;
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}
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LAUNCH_API void LaunchWindowsShutdown()
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{
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// Final shut down.
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FEngineLoop::AppExit();
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#if !(UE_BUILD_SHIPPING && WITH_EDITOR)
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// Release the named mutex again now that we are done.
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ReleaseNamedMutex();
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#endif
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// pause if we should
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if (GShouldPauseBeforeExit)
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{
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Sleep(INFINITE);
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}
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}
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int32 WINAPI WinMain(_In_ HINSTANCE hInInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ char* pCmdLine, _In_ int32 nCmdShow)
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{
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int32 Result = LaunchWindowsStartup(hInInstance, hPrevInstance, pCmdLine, nCmdShow, nullptr);
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LaunchWindowsShutdown();
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return Result;
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}
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#endif //WINDOWS_USE_FEATURE_LAUNCH
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