Files
UnrealEngineUWP/Engine/Source/Developer/CrashDebugHelper/Private/Windows/CrashDebugHelperWindows.cpp
Ben Marsh 4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00

183 lines
5.2 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "CrashDebugHelperWindows.h"
#include "CrashDebugHelperPrivate.h"
#include "WindowsPlatformStackWalkExt.h"
#include "Misc/Parse.h"
#include "Misc/CommandLine.h"
#include "EngineVersion.h"
#include "ISourceControlModule.h"
#include "WindowsHWrapper.h"
#include "AllowWindowsPlatformTypes.h"
#include <DbgHelp.h>
bool FCrashDebugHelperWindows::CreateMinidumpDiagnosticReport( const FString& InCrashDumpFilename )
{
const bool bSyncSymbols = FParse::Param( FCommandLine::Get(), TEXT( "SyncSymbols" ) );
const bool bAnnotate = FParse::Param( FCommandLine::Get(), TEXT( "Annotate" ) );
const bool bNoTrim = FParse::Param(FCommandLine::Get(), TEXT("NoTrimCallstack"));
const bool bUseSCC = bSyncSymbols || bAnnotate;
if( bUseSCC )
{
InitSourceControl( false );
}
FWindowsPlatformStackWalkExt WindowsStackWalkExt( CrashInfo );
const bool bReady = WindowsStackWalkExt.InitStackWalking();
bool bHasAtLeastThreeValidFunctions = false;
if( bReady && WindowsStackWalkExt.OpenDumpFile( InCrashDumpFilename ) )
{
if (CrashInfo.BuiltFromCL != FCrashInfo::INVALID_CHANGELIST)
{
// Get the build version and modules paths.
FCrashModuleInfo ExeFileVersion;
WindowsStackWalkExt.GetExeFileVersionAndModuleList(ExeFileVersion);
// Init Symbols
bool bInitSymbols = false;
if (CrashInfo.bMutexPDBCache && !CrashInfo.PDBCacheLockName.IsEmpty())
{
// Scoped lock
UE_LOG(LogCrashDebugHelper, Log, TEXT("Locking for InitSymbols()"));
FSystemWideCriticalSection PDBCacheLock(CrashInfo.PDBCacheLockName, FTimespan(0, 0, 10, 0, 0));
if (PDBCacheLock.IsValid())
{
bInitSymbols = InitSymbols(WindowsStackWalkExt, bSyncSymbols);
}
UE_LOG(LogCrashDebugHelper, Log, TEXT("Unlocking after InitSymbols()"));
}
else
{
bInitSymbols = InitSymbols(WindowsStackWalkExt, bSyncSymbols);
}
if (bInitSymbols)
{
// Get all the info we should ever need about the modules
WindowsStackWalkExt.GetModuleInfoDetailed();
// Get info about the system that created the minidump
WindowsStackWalkExt.GetSystemInfo();
// Get all the thread info
WindowsStackWalkExt.GetThreadInfo();
// Get exception info
WindowsStackWalkExt.GetExceptionInfo();
// Get the callstacks for each thread
bHasAtLeastThreeValidFunctions = WindowsStackWalkExt.GetCallstacks(!bNoTrim) >= 3;
// Sync the source file where the crash occurred
if (CrashInfo.SourceFile.Len() > 0)
{
const bool bMutexSourceSync = FParse::Param(FCommandLine::Get(), TEXT("MutexSourceSync"));
FString SourceSyncLockName;
FParse::Value(FCommandLine::Get(), TEXT("SourceSyncLock="), SourceSyncLockName);
if (bMutexSourceSync && !SourceSyncLockName.IsEmpty())
{
// Scoped lock
UE_LOG(LogCrashDebugHelper, Log, TEXT("Locking for SyncAndReadSourceFile()"));
const FTimespan GlobalLockWaitTimeout(0, 0, 0, 30, 0);
FSystemWideCriticalSection SyncSourceLock(SourceSyncLockName, GlobalLockWaitTimeout);
if (SyncSourceLock.IsValid())
{
SyncAndReadSourceFile(bSyncSymbols, bAnnotate, CrashInfo.BuiltFromCL);
}
UE_LOG(LogCrashDebugHelper, Log, TEXT("Unlocking after SyncAndReadSourceFile()"));
}
else
{
SyncAndReadSourceFile(bSyncSymbols, bAnnotate, CrashInfo.BuiltFromCL);
}
}
}
else
{
UE_LOG(LogCrashDebugHelper, Warning, TEXT("InitSymbols failed"));
}
}
else
{
UE_LOG( LogCrashDebugHelper, Warning, TEXT( "Invalid built from changelist" ) );
}
}
else
{
UE_LOG( LogCrashDebugHelper, Warning, TEXT( "Failed to open crash dump file: %s" ), *InCrashDumpFilename );
}
if( bUseSCC )
{
ShutdownSourceControl();
}
return bHasAtLeastThreeValidFunctions;
}
bool FCrashDebugHelperWindows::InitSymbols(FWindowsPlatformStackWalkExt& WindowsStackWalkExt, bool bSyncSymbols)
{
// CrashInfo now contains a changelist to lookup a label for
if (bSyncSymbols)
{
FindSymbolsAndBinariesStorage();
bool bPDBCacheEntryValid = false;
const bool bSynced = SyncModules(bPDBCacheEntryValid);
// Without symbols we can't decode the provided minidump.
if (!bSynced)
{
return false;
}
if (!bPDBCacheEntryValid)
{
// early-out option
const bool bForceUsePDBCache = FParse::Param(FCommandLine::Get(), TEXT("ForceUsePDBCache"));
if (bForceUsePDBCache)
{
UE_LOG(LogCrashDebugHelper, Log, TEXT("No cached symbols available. Exiting due to -ForceUsePDBCache."));
return false;
}
}
}
// Initialise the symbol options
WindowsStackWalkExt.InitSymbols();
// Set the symbol path based on the loaded modules
WindowsStackWalkExt.SetSymbolPathsFromModules();
return true;
}
void FCrashDebugHelperWindows::SyncAndReadSourceFile(bool bSyncSymbols, bool bAnnotate, int32 BuiltFromCL)
{
if (bSyncSymbols && BuiltFromCL > 0)
{
UE_LOG(LogCrashDebugHelper, Log, TEXT("Using CL %i to sync crash source file"), BuiltFromCL);
SyncSourceFile();
}
// Try to annotate the file if requested
bool bAnnotationSuccessful = false;
if (bAnnotate)
{
bAnnotationSuccessful = AddAnnotatedSourceToReport();
}
// If annotation is not requested, or failed, add the standard source context
if (!bAnnotationSuccessful)
{
AddSourceToReport();
}
}
#include "HideWindowsPlatformTypes.h"