Files
UnrealEngineUWP/Engine/Source/Programs/CrashReporter/CrashReportCommon/CrashReporterConstants.cs
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

39 lines
1.5 KiB
C#

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
namespace Tools.CrashReporter.CrashReportCommon
{
/// <summary>
/// Any constant variables that need sharing between client and server.
/// </summary>
public class CrashReporterConstants
{
/// <summary>Completely arbitrary maximum file size to upload (basic exploit check). Currently 100MB.</summary>
public const long MaxFileSizeToUpload = 100 * 1024 * 1024;
/// <summary>Size of data chunks expected. Currently 16kB.</summary>
public const int StreamChunkSize = 16384;
/// <summary> Minimum depth of a callstack that is considered to be a valid one. </summary>
public const int MinCallstackDepth = 2;
/// <summary>The name of the generated report. Currently 'Diagnostics.txt'.</summary>
public const string DiagnosticsFileName = "Diagnostics.txt";
/// <summary>The name of the generated video of the editor session. Currently 'CrashVideo.avi'</summary>
public const string VideoFileName = "CrashVideo.avi";
/// <summary> Licensee branch name, we ignore crashes from this branch. </summary>
public const string LicenseeBranchName = "UE4-QA";
/// <summary>String to chop off the start of branch paths</summary>
public const string P4_DEPOT_PREFIX = "//depot/";
/// <summary>UE4 minidump name</summary>
public const string UE4MinidumpName = "UE4Minidump.dmp";
/// <summary>A simple default constructor to allow Xml serialisation.</summary>
public CrashReporterConstants()
{
}
}
}