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UnrealEngineUWP/Engine/Source/Runtime/Launch/Private/Windows/LaunchWindows.cpp

288 lines
8.6 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "LaunchPrivatePCH.h"
#include "ExceptionHandling.h"
#include "MallocCrash.h"
#if UE_BUILD_DEBUG
#include <crtdbg.h>
#endif
DEFINE_LOG_CATEGORY_STATIC(LogLaunchWindows, Log, All);
extern int32 GuardedMain( const TCHAR* CmdLine, HINSTANCE hInInstance, HINSTANCE hPrevInstance, int32 nCmdShow );
extern void LaunchStaticShutdownAfterError();
// http://developer.download.nvidia.com/devzone/devcenter/gamegraphics/files/OptimusRenderingPolicies.pdf
// The following line is to favor the high performance NVIDIA GPU if there are multiple GPUs
// Has to be .exe module to be correctly detected.
extern "C" { _declspec(dllexport) uint32 NvOptimusEnablement = 0x00000001; }
/**
* Maintain a named mutex to detect whether we are the first instance of this game
*/
HANDLE GNamedMutex = NULL;
/** Whether we should pause before exiting. used by UCC */
bool GShouldPauseBeforeExit;
void ReleaseNamedMutex( void )
{
if( GNamedMutex )
{
ReleaseMutex( GNamedMutex );
GNamedMutex = NULL;
}
}
bool MakeNamedMutex( const TCHAR* CmdLine )
{
bool bIsFirstInstance = false;
TCHAR MutexName[MAX_SPRINTF] = TEXT( "" );
FCString::Strcpy( MutexName, MAX_SPRINTF, TEXT( "UnrealEngine4" ) );
GNamedMutex = CreateMutex( NULL, true, MutexName );
if( GNamedMutex && GetLastError() != ERROR_ALREADY_EXISTS && !FParse::Param( CmdLine, TEXT( "NEVERFIRST" ) ) )
{
// We're the first instance!
bIsFirstInstance = true;
}
else
{
// Still need to release it in this case, because it gave us a valid copy
ReleaseNamedMutex();
// There is already another instance of the game running.
bIsFirstInstance = false;
}
return( bIsFirstInstance );
}
/**
* Handler for CRT parameter validation. Triggers error
*
* @param Expression - the expression that failed crt validation
* @param Function - function which failed crt validation
* @param File - file where failure occured
* @param Line - line number of failure
* @param Reserved - not used
*/
void InvalidParameterHandler(const TCHAR* Expression,
const TCHAR* Function,
const TCHAR* File,
uint32 Line,
uintptr_t Reserved)
{
UE_LOG(LogLaunchWindows, Fatal,TEXT("SECURE CRT: Invalid parameter detected.\nExpression: %s Function: %s. File: %s Line: %d\n"),
Expression ? Expression : TEXT("Unknown"),
Function ? Function : TEXT("Unknown"),
File ? File : TEXT("Unknown"),
Line );
}
/**
* Setup the common debug settings
*/
void SetupWindowsEnvironment( void )
{
// all crt validation should trigger the callback
_set_invalid_parameter_handler(InvalidParameterHandler);
#if UE_BUILD_DEBUG
// Disable the message box for assertions and just write to debugout instead
_CrtSetReportMode( _CRT_ASSERT, _CRTDBG_MODE_DEBUG );
// don't fill buffers with 0xfd as we make assumptions for FNames st we only use a fraction of the entire buffer
_CrtSetDebugFillThreshold( 0 );
#endif
}
/**
* The inner exception handler catches crashes/asserts in native C++ code and is the only way to get the correct callstack
* when running a 64-bit executable. However, XAudio2 doesn't always like this and it may result in no sound.
*/
#if _WIN64
bool GEnableInnerException = true;
#else
bool GEnableInnerException = false;
#endif
/**
* The inner exception handler catches crashes/asserts in native C++ code and is the only way to get the correct callstack
* when running a 64-bit executable. However, XAudio2 doesn't like this and it may result in no sound.
*/
LAUNCH_API int32 GuardedMainWrapper( const TCHAR* CmdLine, HINSTANCE hInInstance, HINSTANCE hPrevInstance, int32 nCmdShow )
{
int32 ErrorLevel = 0;
if ( GEnableInnerException )
{
#if !PLATFORM_SEH_EXCEPTIONS_DISABLED
__try
#endif
{
// Run the guarded code.
ErrorLevel = GuardedMain( CmdLine, hInInstance, hPrevInstance, nCmdShow );
}
#if !PLATFORM_SEH_EXCEPTIONS_DISABLED
__except( ReportCrash( GetExceptionInformation() ), EXCEPTION_CONTINUE_SEARCH )
{
}
#endif
}
else
{
// Run the guarded code.
ErrorLevel = GuardedMain( CmdLine, hInInstance, hPrevInstance, nCmdShow );
}
return ErrorLevel;
}
static const TCHAR* GetCompleteCommandLine()
{
static FString CommandLine;
if(CommandLine.Len() == 0)
{
// Default to the native command line
CommandLine = ::GetCommandLine();
// Get the path to the arguments file
FString ArgsFileName = FPaths::RootDir() / TEXT("UE4CommandLine.txt");
// Try to read the default arguments
HANDLE FileHandle = CreateFile(*ArgsFileName, GENERIC_READ, FILE_SHARE_READ | FILE_SHARE_DELETE, NULL, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, NULL);
if(FileHandle == INVALID_HANDLE_VALUE)
{
if(GetLastError() != ERROR_FILE_NOT_FOUND)
{
FPlatformMisc::LowLevelOutputDebugString(*FString::Printf(TEXT("WARNING: Failed to open UE4CommandLine.txt - %08X\n"), GetLastError()));
}
}
else
{
::DWORD FileSize = ::GetFileSize(FileHandle, NULL);
if(FileSize == (::DWORD)0xffffffff)
{
FPlatformMisc::LowLevelOutputDebugString(*FString::Printf(TEXT("WARNING: Failed to get file size for UE4CommandLine.txt (%08x)\n"), GetLastError()));
}
else
{
TArray<BYTE> Buffer;
Buffer.AddZeroed(FileSize + 1);
::DWORD FileSizeRead = 0;
if (!ReadFile(FileHandle, Buffer.GetData(), FileSize, &FileSizeRead, NULL) || FileSizeRead < FileSize)
{
FPlatformMisc::LowLevelOutputDebugString(*FString::Printf(TEXT("WARNING: Failed to read UE4CommandLine.txt file (%08x)\n"), GetLastError()));
}
else
{
CommandLine += TEXT(" ") + FString(UTF8_TO_TCHAR((const ANSICHAR*)Buffer.GetData())).Replace(TEXT("\r"), TEXT(" ")).Replace(TEXT("\n"), TEXT(" ")).Trim();
}
}
CloseHandle(FileHandle);
}
}
return *CommandLine;
}
int32 WINAPI WinMain( HINSTANCE hInInstance, HINSTANCE hPrevInstance, char*, int32 nCmdShow )
{
// Setup common Windows settings
SetupWindowsEnvironment();
int32 ErrorLevel = 0;
hInstance = hInInstance;
const TCHAR* CmdLine = GetCompleteCommandLine();
#if !(UE_BUILD_SHIPPING && WITH_EDITOR)
// Named mutex we use to figure out whether we are the first instance of the game running. This is needed to e.g.
// make sure there is no contention when trying to save the shader cache.
GIsFirstInstance = MakeNamedMutex( CmdLine );
if ( FParse::Param( CmdLine,TEXT("crashreports") ) )
{
GAlwaysReportCrash = true;
}
#endif
// Using the -noinnerexception parameter will disable the exception handler within native C++, which is call from managed code,
// which is called from this function.
// The default case is to have three wrapped exception handlers
// Native: WinMain() -> Native: GuardedMainWrapper().
// The inner exception handler in GuardedMainWrapper() catches crashes/asserts in native C++ code and is the only way to get the
// correct callstack when running a 64-bit executable. However, XAudio2 sometimes (?) don't like this and it may result in no sound.
#if _WIN64
if ( FParse::Param(CmdLine,TEXT("noinnerexception")) || FApp::IsBenchmarking() )
{
GEnableInnerException = false;
}
#endif
#if WINVER > 0x502 // Windows Error Reporting is not supported on Windows XP
if (FParse::Param(CmdLine, TEXT("useautoreporter")))
#endif
{
GUseCrashReportClient = false;
}
#if UE_BUILD_DEBUG
if( true && !GAlwaysReportCrash )
#else
if( FPlatformMisc::IsDebuggerPresent() && !GAlwaysReportCrash )
#endif
{
// Don't use exception handling when a debugger is attached to exactly trap the crash. This does NOT check
// whether we are the first instance or not!
ErrorLevel = GuardedMain( CmdLine, hInInstance, hPrevInstance, nCmdShow );
}
else
{
// Use structured exception handling to trap any crashes, walk the the stack and display a crash dialog box.
#if !PLATFORM_SEH_EXCEPTIONS_DISABLED
__try
#endif
{
GIsGuarded = 1;
// Run the guarded code.
ErrorLevel = GuardedMainWrapper( CmdLine, hInInstance, hPrevInstance, nCmdShow );
GIsGuarded = 0;
}
#if !PLATFORM_SEH_EXCEPTIONS_DISABLED
__except( GEnableInnerException ? EXCEPTION_EXECUTE_HANDLER : ReportCrash( GetExceptionInformation( ) ) )
{
#if !(UE_BUILD_SHIPPING && WITH_EDITOR)
// Release the mutex in the error case to ensure subsequent runs don't find it.
ReleaseNamedMutex();
#endif
// Crashed.
ErrorLevel = 1;
GError->HandleError();
LaunchStaticShutdownAfterError();
FMallocCrash::Get().PrintPoolsUsage();
FPlatformMisc::RequestExit( true );
}
#endif
}
// Final shut down.
FEngineLoop::AppExit();
#if !(UE_BUILD_SHIPPING && WITH_EDITOR)
// Release the named mutex again now that we are done.
ReleaseNamedMutex();
#endif
// pause if we should
if (GShouldPauseBeforeExit)
{
Sleep(INFINITE);
}
return ErrorLevel;
}