Files
UnrealEngineUWP/Engine/Source/Developer/CrashDebugHelper/Private/Windows/CrashDebugHelperWindows.h
Jaroslaw Palczynski ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00

52 lines
1.6 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
class FCrashDebugHelperWindows : public ICrashDebugHelper
{
public:
FCrashDebugHelperWindows();
virtual ~FCrashDebugHelperWindows();
/**
* Parse the given crash dump, determining EngineVersion of the build that produced it - if possible.
*
* @param InCrashDumpName The crash dump file to process
* @param OutCrashDebugInfo The crash dump info extracted from the file
*
* @return bool true if successful, false if not
*/
virtual bool ParseCrashDump(const FString& InCrashDumpName, FCrashDebugInfo& OutCrashDebugInfo) override;
virtual bool SyncAndDebugCrashDump(const FString& InCrashDumpName) override;
/**
* Parse the given crash dump, and generate a report.
*
* @param InCrashDumpName The crash dump file to process
*
* @return bool true if successful, false if not
*/
virtual bool CreateMinidumpDiagnosticReport( const FString& InCrashDumpName ) override;
protected:
/**
* Process the given crash dump file
*
* @param InCrashDumpFilename The name of the crash dump file
* @param OutCrashDebugInfo The info on the crash dump
*
* @return bool true if successful, false if not
*/
bool ParseCrashDump_Windows(const TCHAR* InCrashDumpFilename, FCrashDebugInfo& OutCrashDebugInfo);
/**
* Launch the debugger for the current crash dump
*
* @return bool true if successful, false if not
*/
bool LaunchDebugger(const FString& InCrashDumpFilename, FCrashDebugInfo& OutCrashDebugInfo);
};
typedef FCrashDebugHelperWindows FCrashDebugHelper;