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- Minidump diagnostics run from the crash processor will always use the PDB cache and the MDD from the main branch - Reimplemented PDB cache to support UE4 releases that are stored on the network drive - Cleaned up a bit code, removed old or obsolete functionality - PDB Cache is disabled by default, can be only enabled through the command line (should fix issues related to "\\Device\\Harddisk3\\DR3", somehow caused by the bad flash device driver when F:\\ is a generic flash reader?) #codereview Bob.Tellez, James.Hopkin, Robert.Manuszewski [CL 2212226 by Jaroslaw Surowiec in Main branch]
43 lines
1.0 KiB
C++
43 lines
1.0 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#undef PLATFORM_SUPPORTS_STACK_SYMBOLS
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#define PLATFORM_SUPPORTS_STACK_SYMBOLS 1
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class FCrashInfo;
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class FCrashModuleInfo;
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/**
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* Windows implementation of stack walking using the COM interface IDebugClient5.
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*/
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struct FWindowsPlatformStackWalkExt
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{
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/** Default constructor. */
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FWindowsPlatformStackWalkExt( FCrashInfo& InCrashInfo );
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/** Destructor. */
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~FWindowsPlatformStackWalkExt();
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bool InitStackWalking();
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void ShutdownStackWalking();
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void GetExeFileVersionAndModuleList( FCrashModuleInfo& out_ExeFileVersion );
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void InitSymbols();
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bool OpenDumpFile( const FString& DumpFileName );
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void SetSymbolPathsFromModules();
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void GetModuleInfoDetailed();
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void GetSystemInfo();
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void GetThreadInfo();
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void GetExceptionInfo();
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bool GetCallstacks();
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bool IsOffsetWithinModules( uint64 Offset );
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static FString ExtractRelativePath( const TCHAR* BaseName, TCHAR* FullName );
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protected:
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/** Reference to the crash info. */
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FCrashInfo& CrashInfo;
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};
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