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With this change an additional mode is added to crash reporter client, that allows it to run as a monitoring child process. Additionally stack walking and symbol resolution is moved to this new process on Windows. To support this several changes in stack walking had to be made to allow external processes to be queried. All other platforms remain unchanged. #jira UECORE-482, UE-72081, UE-75336 #rb ben.marsh, brandon.schaefer, patrick.laflamme [CL 8395425 by Johan Berg in Dev-Core branch]
593 lines
18 KiB
C++
593 lines
18 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "CrashReportClientApp.h"
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#include "Misc/Parse.h"
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#include "Misc/CommandLine.h"
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#include "Misc/QueuedThreadPool.h"
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#include "Internationalization/Internationalization.h"
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#include "Math/Vector2D.h"
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#include "Misc/ConfigCacheIni.h"
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#include "GenericPlatform/GenericApplication.h"
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#include "Misc/App.h"
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#include "CrashReportCoreConfig.h"
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#include "GenericPlatform/GenericPlatformCrashContext.h"
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#include "CrashDescription.h"
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#include "CrashReportAnalytics.h"
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#include "Modules/ModuleManager.h"
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#include "HAL/PlatformApplicationMisc.h"
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#include "HAL/PlatformCrashContext.h"
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#if !CRASH_REPORT_UNATTENDED_ONLY
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#include "SCrashReportClient.h"
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#include "CrashReportClient.h"
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#include "CrashReportClientStyle.h"
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#include "ISlateReflectorModule.h"
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#include "Framework/Application/SlateApplication.h"
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#endif // !CRASH_REPORT_UNATTENDED_ONLY
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#include "CrashReportCoreUnattended.h"
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#include "Async/TaskGraphInterfaces.h"
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#include "RequiredProgramMainCPPInclude.h"
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#include "MainLoopTiming.h"
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#include "PlatformErrorReport.h"
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#include "XmlFile.h"
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/** Default main window size */
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const FVector2D InitialWindowDimensions(740, 560);
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/** Average tick rate the app aims for */
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const float IdealTickRate = 30.f;
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/** Set this to true in the code to open the widget reflector to debug the UI */
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const bool RunWidgetReflector = false;
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IMPLEMENT_APPLICATION(CrashReportClient, "CrashReportClient");
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DEFINE_LOG_CATEGORY(CrashReportClientLog);
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/** Directory containing the report */
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static TArray<FString> FoundReportDirectoryAbsolutePaths;
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/** Name of the game passed via the command line. */
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static FString GameNameFromCmd;
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/** GUID of the crash passed via the command line. */
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static FString CrashGUIDFromCmd;
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/** If we are implicitly sending its assumed we are also unattended for now */
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static bool bImplicitSendFromCmd = false;
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/** If we want to enable analytics */
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static bool AnalyticsEnabledFromCmd = true;
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/** If in monitor mode, watch this pid. */
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static uint64 MonitorPid = 0;
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/** If in monitor mode, pipe to read data from game. */
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static void* MonitorReadPipe = nullptr;
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/** If in monitor mode, pipe to write data to game. */
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static void* MonitorWritePipe = nullptr;
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/**
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* Look for the report to upload, either in the command line or in the platform's report queue
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*/
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void ParseCommandLine(const TCHAR* CommandLine)
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{
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const TCHAR* CommandLineAfterExe = FCommandLine::RemoveExeName(CommandLine);
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FoundReportDirectoryAbsolutePaths.Empty();
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// Use the first argument if present and it's not a flag
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if (*CommandLineAfterExe)
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{
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TArray<FString> Switches;
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TArray<FString> Tokens;
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TMap<FString, FString> Params;
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{
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FString NextToken;
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while (FParse::Token(CommandLineAfterExe, NextToken, false))
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{
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if (**NextToken == TCHAR('-'))
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{
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new(Switches)FString(NextToken.Mid(1));
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}
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else
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{
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new(Tokens)FString(NextToken);
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}
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}
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for (int32 SwitchIdx = Switches.Num() - 1; SwitchIdx >= 0; --SwitchIdx)
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{
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FString& Switch = Switches[SwitchIdx];
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TArray<FString> SplitSwitch;
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if (2 == Switch.ParseIntoArray(SplitSwitch, TEXT("="), true))
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{
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Params.Add(SplitSwitch[0], SplitSwitch[1].TrimQuotes());
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Switches.RemoveAt(SwitchIdx);
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}
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}
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}
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if (Tokens.Num() > 0)
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{
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FoundReportDirectoryAbsolutePaths.Add(Tokens[0]);
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}
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GameNameFromCmd = Params.FindRef(TEXT("AppName"));
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CrashGUIDFromCmd = FString();
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if (Params.Contains(TEXT("CrashGUID")))
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{
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CrashGUIDFromCmd = Params.FindRef(TEXT("CrashGUID"));
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}
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if (Switches.Contains(TEXT("ImplicitSend")))
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{
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bImplicitSendFromCmd = true;
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}
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if (Switches.Contains(TEXT("NoAnalytics")))
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{
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AnalyticsEnabledFromCmd = false;
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}
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CrashGUIDFromCmd = Params.FindRef(TEXT("CrashGUID"));
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MonitorPid = FPlatformString::Atoi64(*Params.FindRef(TEXT("MONITOR")));
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MonitorReadPipe = (void*) FPlatformString::Atoi64(*Params.FindRef(TEXT("READ")));
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MonitorWritePipe = (void*) FPlatformString::Atoi64(*Params.FindRef(TEXT("WRITE")));
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}
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if (FoundReportDirectoryAbsolutePaths.Num() == 0)
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{
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FPlatformErrorReport::FindMostRecentErrorReports(FoundReportDirectoryAbsolutePaths, FTimespan::FromDays(30)); //FTimespan::FromMinutes(30));
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}
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}
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/**
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* Find the error report folder and check it matches the app name if provided
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*/
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FPlatformErrorReport LoadErrorReport()
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{
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if (FoundReportDirectoryAbsolutePaths.Num() == 0)
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{
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UE_LOG(CrashReportClientLog, Warning, TEXT("No error report found"));
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return FPlatformErrorReport();
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}
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for (const FString& ReportDirectoryAbsolutePath : FoundReportDirectoryAbsolutePaths)
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{
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FPlatformErrorReport ErrorReport(ReportDirectoryAbsolutePath);
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FString Filename;
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// CrashContext.runtime-xml has the precedence over the WER
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if (ErrorReport.FindFirstReportFileWithExtension(Filename, *FGenericCrashContext::CrashContextExtension))
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{
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FPrimaryCrashProperties::Set(new FCrashContext(ReportDirectoryAbsolutePath / Filename));
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}
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else if (ErrorReport.FindFirstReportFileWithExtension(Filename, TEXT(".xml")))
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{
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FPrimaryCrashProperties::Set(new FCrashWERContext(ReportDirectoryAbsolutePath / Filename));
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}
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else
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{
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continue;
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}
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#if CRASH_REPORT_UNATTENDED_ONLY
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return ErrorReport;
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#else
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bool NameMatch = false;
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if (GameNameFromCmd.IsEmpty() || GameNameFromCmd == FPrimaryCrashProperties::Get()->GameName)
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{
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NameMatch = true;
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}
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bool GUIDMatch = false;
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if (CrashGUIDFromCmd.IsEmpty() || CrashGUIDFromCmd == FPrimaryCrashProperties::Get()->CrashGUID)
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{
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GUIDMatch = true;
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}
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if (NameMatch && GUIDMatch)
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{
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FString ConfigFilename;
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if (ErrorReport.FindFirstReportFileWithExtension(ConfigFilename, *FGenericCrashContext::CrashConfigExtension))
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{
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FConfigFile CrashConfigFile;
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CrashConfigFile.Read(ReportDirectoryAbsolutePath / ConfigFilename);
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FCrashReportCoreConfig::Get().SetProjectConfigOverrides(CrashConfigFile);
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}
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return ErrorReport;
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}
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#endif
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}
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// Don't display or upload anything if we can't find the report we expected
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return FPlatformErrorReport();
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}
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static void OnRequestExit()
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{
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GIsRequestingExit = true;
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}
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#if !CRASH_REPORT_UNATTENDED_ONLY
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bool RunWithUI(FPlatformErrorReport ErrorReport)
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{
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// create the platform slate application (what FSlateApplication::Get() returns)
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TSharedRef<FSlateApplication> Slate = FSlateApplication::Create(MakeShareable(FPlatformApplicationMisc::CreateApplication()));
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// initialize renderer
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TSharedRef<FSlateRenderer> SlateRenderer = GetStandardStandaloneRenderer();
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// Grab renderer initialization retry settings from ini
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int32 SlateRendererInitRetryCount = 10;
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GConfig->GetInt(TEXT("CrashReportClient"), TEXT("UIInitRetryCount"), SlateRendererInitRetryCount, GEngineIni);
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double SlateRendererInitRetryInterval = 2.0;
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GConfig->GetDouble(TEXT("CrashReportClient"), TEXT("UIInitRetryInterval"), SlateRendererInitRetryInterval, GEngineIni);
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// Try to initialize the renderer. It's possible that we launched when the driver crashed so try a few times before giving up.
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bool bRendererInitialized = false;
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bool bRendererFailedToInitializeAtLeastOnce = false;
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do
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{
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SlateRendererInitRetryCount--;
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bRendererInitialized = FSlateApplication::Get().InitializeRenderer(SlateRenderer, true);
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if (!bRendererInitialized && SlateRendererInitRetryCount > 0)
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{
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bRendererFailedToInitializeAtLeastOnce = true;
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FPlatformProcess::Sleep(SlateRendererInitRetryInterval);
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}
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} while (!bRendererInitialized && SlateRendererInitRetryCount > 0);
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if (!bRendererInitialized)
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{
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// Close down the Slate application
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FSlateApplication::Shutdown();
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return false;
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}
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else if (bRendererFailedToInitializeAtLeastOnce)
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{
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// Wait until the driver is fully restored
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FPlatformProcess::Sleep(2.0f);
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// Update the display metrics
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FDisplayMetrics DisplayMetrics;
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FDisplayMetrics::RebuildDisplayMetrics(DisplayMetrics);
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FSlateApplication::Get().GetPlatformApplication()->OnDisplayMetricsChanged().Broadcast(DisplayMetrics);
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}
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// Set up the main ticker
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FMainLoopTiming MainLoop(IdealTickRate, EMainLoopOptions::UsingSlate);
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// set the normal UE4 GIsRequestingExit when outer frame is closed
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FSlateApplication::Get().SetExitRequestedHandler(FSimpleDelegate::CreateStatic(&OnRequestExit));
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// Prepare the custom Slate styles
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FCrashReportClientStyle::Initialize();
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// Create the main implementation object
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TSharedRef<FCrashReportClient> CrashReportClient = MakeShareable(new FCrashReportClient(ErrorReport));
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// open up the app window
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TSharedRef<SCrashReportClient> ClientControl = SNew(SCrashReportClient, CrashReportClient);
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TSharedRef<SWindow> Window = FSlateApplication::Get().AddWindow(
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SNew(SWindow)
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.Title(NSLOCTEXT("CrashReportClient", "CrashReportClientAppName", "Unreal Engine 4 Crash Reporter"))
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.HasCloseButton(FCrashReportCoreConfig::Get().IsAllowedToCloseWithoutSending())
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.ClientSize(InitialWindowDimensions)
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[
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ClientControl
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]);
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Window->SetRequestDestroyWindowOverride(FRequestDestroyWindowOverride::CreateSP(CrashReportClient, &FCrashReportClient::RequestCloseWindow));
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// Setting focus seems to have to happen after the Window has been added
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FSlateApplication::Get().ClearKeyboardFocus(EFocusCause::Cleared);
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// Debugging code
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if (RunWidgetReflector)
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{
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FModuleManager::LoadModuleChecked<ISlateReflectorModule>("SlateReflector").DisplayWidgetReflector();
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}
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// loop until the app is ready to quit
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while (!GIsRequestingExit)
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{
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MainLoop.Tick();
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if (CrashReportClient->ShouldWindowBeHidden())
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{
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Window->HideWindow();
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}
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}
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// Make sure the window is hidden, because it might take a while for the background thread to finish.
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Window->HideWindow();
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// Stop the background thread
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CrashReportClient->StopBackgroundThread();
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// Clean up the custom styles
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FCrashReportClientStyle::Shutdown();
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// Close down the Slate application
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FSlateApplication::Shutdown();
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return true;
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}
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#endif // !CRASH_REPORT_UNATTENDED_ONLY
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// When we want to implicitly send and use unattended we still want to show a message box of a crash if possible
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class FMessageBoxThread : public FRunnable
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{
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virtual uint32 Run() override
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{
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// We will not have any GUI for the crash reporter if we are sending implicitly, so pop a message box up at least
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if (FApp::CanEverRender())
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{
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FPlatformMisc::MessageBoxExt(EAppMsgType::Ok,
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*NSLOCTEXT("MessageDialog", "ReportCrash_Body", "The application has crashed and will now close. We apologize for the inconvenience.").ToString(),
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*NSLOCTEXT("MessageDialog", "ReportCrash_Title", "Application Crash Detected").ToString());
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}
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return 0;
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}
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};
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void RunUnattended(FPlatformErrorReport ErrorReport)
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{
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// Set up the main ticker
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FMainLoopTiming MainLoop(IdealTickRate, EMainLoopOptions::CoreTickerOnly);
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// In the unattended mode we don't send any PII.
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FCrashReportCoreUnattended CrashReportClient(ErrorReport);
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ErrorReport.SetUserComment(NSLOCTEXT("CrashReportClient", "UnattendedMode", "Sent in the unattended mode"));
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FMessageBoxThread MessageBox;
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FRunnableThread* MessageBoxThread = nullptr;
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if (bImplicitSendFromCmd)
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{
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MessageBoxThread = FRunnableThread::Create(&MessageBox, TEXT("CrashReporter_MessageBox"));
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}
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// loop until the app is ready to quit
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while (!GIsRequestingExit)
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{
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MainLoop.Tick();
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}
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if (bImplicitSendFromCmd && MessageBoxThread)
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{
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MessageBoxThread->WaitForCompletion();
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}
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}
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FPlatformErrorReport CollectErrorReport(uint32 Pid, const FSharedCrashContext& SharedCrashContext, void* WritePipe)
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{
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// @note: This API is only partially implemented on Mac OS and Linux.
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FProcHandle ProcessHandle = FPlatformProcess::OpenProcess(Pid);
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// First init the static crash context state
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FPlatformCrashContext::InitializeFromContext(
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SharedCrashContext.SessionContext,
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SharedCrashContext.EnabledPluginsNum > 0 ? &SharedCrashContext.DynamicData[SharedCrashContext.EnabledPluginsOffset] : nullptr,
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SharedCrashContext.EngineDataNum > 0 ? &SharedCrashContext.DynamicData[SharedCrashContext.EngineDataOffset] : nullptr,
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SharedCrashContext.GameDataNum > 0 ? &SharedCrashContext.DynamicData[SharedCrashContext.GameDataOffset] : nullptr
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);
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// Next create a crash context for the crashed process.
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FPlatformCrashContext CrashContext(SharedCrashContext.CrashType, SharedCrashContext.ErrorMessage);
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CrashContext.SetCrashedProcess(ProcessHandle);
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CrashContext.SetCrashedThreadId(SharedCrashContext.CrashingThreadId);
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CrashContext.SetNumMinidumpFramesToIgnore(SharedCrashContext.NumStackFramesToIgnore);
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// Initialize the stack walking for the monitored process
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FPlatformStackWalk::InitStackWalkingForProcess(ProcessHandle);
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for (uint32 ThreadIdx = 0; ThreadIdx < SharedCrashContext.NumThreads; ThreadIdx++)
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{
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const uint32 ThreadId = SharedCrashContext.ThreadIds[ThreadIdx];
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uint64 StackFrames[CR_MAX_STACK_FRAMES] = {0};
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const uint32 StackFrameCount = FPlatformStackWalk::CaptureThreadStackBackTrace(
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ThreadId,
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StackFrames,
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CR_MAX_STACK_FRAMES
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);
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CrashContext.AddPortableThreadCallStack(
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SharedCrashContext.ThreadIds[ThreadIdx],
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&SharedCrashContext.ThreadNames[ThreadIdx*CR_MAX_THREAD_NAME_CHARS],
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StackFrames,
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StackFrameCount
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);
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// Add the crashing stack specifically. Is this really needed?
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if (ThreadId == SharedCrashContext.CrashingThreadId)
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{
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CrashContext.SetPortableCallStack(
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StackFrames + SharedCrashContext.NumStackFramesToIgnore,
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StackFrameCount - SharedCrashContext.NumStackFramesToIgnore
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);
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}
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}
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// Setup the FPrimaryCrashProperties singleton. If the path is not set it is most likely
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// that we have crashed during static init, in which case we need to construct a directory
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// ourself.
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CrashContext.SerializeContentToBuffer();
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FString ReportDirectoryAbsolutePath(SharedCrashContext.CrashFilesDirectory);
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bool DirectoryExists = true;
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if (ReportDirectoryAbsolutePath.IsEmpty())
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{
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DirectoryExists = FGenericCrashContext::CreateCrashReportDirectory(
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SharedCrashContext.SessionContext.CrashGUIDRoot,
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SharedCrashContext.SessionContext.GameName,
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0,
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ReportDirectoryAbsolutePath);
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}
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// Copy platform specific files (e.g. minidump) to output directory if it exists
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if (DirectoryExists)
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{
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CrashContext.CopyPlatformSpecificFiles(*ReportDirectoryAbsolutePath, SharedCrashContext.PlatformCrashContext);
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}
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// At this point the game can continue execution. It is important this happens
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// as soon as thread state and minidump has been created, so that ensures cause
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// as little hitch as possible.
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uint8 ResponseCode[] = { 0xd, 0xe, 0xa, 0xd };
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FPlatformProcess::WritePipe(WritePipe, ResponseCode, sizeof(ResponseCode));
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// Write out the XML file.
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const FString CrashContextXMLPath = FPaths::Combine(*ReportDirectoryAbsolutePath, FPlatformCrashContext::CrashContextRuntimeXMLNameW);
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CrashContext.SerializeAsXML(*CrashContextXMLPath);
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const TCHAR* CrachContextBuffer = *CrashContext.GetBuffer();
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FPrimaryCrashProperties::Set(new FCrashContext(ReportDirectoryAbsolutePath / TEXT("CrashContext.runtime-xml"), CrachContextBuffer));
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FPlatformErrorReport ErrorReport(ReportDirectoryAbsolutePath);
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#if CRASH_REPORT_UNATTENDED_ONLY
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return ErrorReport;
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#else
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FString ConfigFilename;
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if (ErrorReport.FindFirstReportFileWithExtension(ConfigFilename, *FGenericCrashContext::CrashConfigExtension))
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{
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FConfigFile CrashConfigFile;
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CrashConfigFile.Read(ReportDirectoryAbsolutePath / ConfigFilename);
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FCrashReportCoreConfig::Get().SetProjectConfigOverrides(CrashConfigFile);
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}
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return ErrorReport;
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#endif
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}
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void SendErrorReport(FPlatformErrorReport& ErrorReport)
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{
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if (!GIsRequestingExit && ErrorReport.HasFilesToUpload() && FPrimaryCrashProperties::Get() != nullptr)
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{
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const bool bUnattended =
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#if CRASH_REPORT_UNATTENDED_ONLY
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true;
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#else
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FApp::IsUnattended();
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#endif // CRASH_REPORT_UNATTENDED_ONLY
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ErrorReport.SetCrashReportClientVersion(FCrashReportCoreConfig::Get().GetVersion());
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if (bUnattended)
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{
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RunUnattended(ErrorReport);
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}
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#if !CRASH_REPORT_UNATTENDED_ONLY
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else
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{
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if (!RunWithUI(ErrorReport))
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{
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// UI failed to initialize, probably due to driver crash. Send in unattended mode if allowed.
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bool bCanSendWhenUIFailedToInitialize = true;
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GConfig->GetBool(TEXT("CrashReportClient"), TEXT("CanSendWhenUIFailedToInitialize"), bCanSendWhenUIFailedToInitialize, GEngineIni);
|
|
if (bCanSendWhenUIFailedToInitialize && !FCrashReportCoreConfig::Get().IsAllowedToCloseWithoutSending())
|
|
{
|
|
RunUnattended(ErrorReport);
|
|
}
|
|
}
|
|
}
|
|
#endif // !CRASH_REPORT_UNATTENDED_ONLY
|
|
|
|
}
|
|
}
|
|
|
|
bool WaitForCrash(uint32 WatchedProcess, FSharedCrashContext& CrashContext, void* ReadPipe)
|
|
{
|
|
TArray<uint8> Buffer;
|
|
|
|
while (FPlatformProcess::IsApplicationAlive(WatchedProcess))
|
|
{
|
|
if (FPlatformProcess::ReadPipeToArray(ReadPipe, Buffer))
|
|
{
|
|
FPlatformMemory::Memcpy(&CrashContext, Buffer.GetData(), Buffer.Num());
|
|
return true;
|
|
}
|
|
|
|
FPlatformProcess::Sleep(1.0f);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void RunCrashReportClient(const TCHAR* CommandLine)
|
|
{
|
|
// Override the stack size for the thread pool.
|
|
FQueuedThreadPool::OverrideStackSize = 256 * 1024;
|
|
|
|
// Increase the HttpSendTimeout to 5 minutes
|
|
GConfig->SetFloat(TEXT("HTTP"), TEXT("HttpSendTimeout"), 5 * 60.0f, GEngineIni);
|
|
|
|
// Set up the main loop
|
|
GEngineLoop.PreInit(CommandLine);
|
|
|
|
// Make sure all UObject classes are registered and default properties have been initialized
|
|
ProcessNewlyLoadedUObjects();
|
|
|
|
// Tell the module manager is may now process newly-loaded UObjects when new C++ modules are loaded
|
|
FModuleManager::Get().StartProcessingNewlyLoadedObjects();
|
|
|
|
// Initialize config.
|
|
FCrashReportCoreConfig::Get();
|
|
|
|
// Find the report to upload in the command line arguments
|
|
ParseCommandLine(CommandLine);
|
|
|
|
FPlatformErrorReport::Init();
|
|
if (AnalyticsEnabledFromCmd)
|
|
{
|
|
FCrashReportAnalytics::Initialize();
|
|
}
|
|
|
|
if (MonitorPid && MonitorWritePipe && MonitorReadPipe)
|
|
{
|
|
while (FPlatformProcess::IsApplicationAlive(MonitorPid))
|
|
{
|
|
// Wait for parent process to signal crash
|
|
FSharedCrashContext CrashContext;
|
|
if (WaitForCrash(MonitorPid, CrashContext, MonitorReadPipe))
|
|
{
|
|
// Build error report in memory
|
|
FPlatformErrorReport ErrorReport = CollectErrorReport(MonitorPid, CrashContext, MonitorWritePipe);
|
|
SendErrorReport(ErrorReport);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Load error report generated by the process from disk
|
|
FPlatformErrorReport ErrorReport = LoadErrorReport();
|
|
SendErrorReport(ErrorReport);
|
|
}
|
|
|
|
if (AnalyticsEnabledFromCmd)
|
|
{
|
|
FCrashReportAnalytics::Shutdown();
|
|
}
|
|
|
|
FPrimaryCrashProperties::Shutdown();
|
|
FPlatformErrorReport::ShutDown();
|
|
|
|
GIsRequestingExit = true;
|
|
|
|
FEngineLoop::AppPreExit();
|
|
FModuleManager::Get().UnloadModulesAtShutdown();
|
|
FTaskGraphInterface::Shutdown();
|
|
|
|
FEngineLoop::AppExit();
|
|
}
|