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Help/RakNet/documentation/crashreporter.html
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<HTML>
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<HEAD>
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<TITLE>Crash Reporter Manual</TITLE>
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<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
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</HEAD>
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<link href="RaknetManual.css" rel="stylesheet" type="text/css">
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<meta name="title" content="RakNet - Advanced multiplayer game networking API">
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</HEAD><BODY BGCOLOR="#ffffff" LINK="#003399" vlink="#003399" alink="#003399" LEFTMARGIN="0" TOPMARGIN="0" MARGINWIDTH="0" MARGINHEIGHT="0"">
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<span style="background-color: rgb(255, 255, 255);"><img src="RakNet_Icon_Final-copy.jpg" alt="Oculus VR, Inc." width="150" height="150"></span><BR>
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<BR>
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<table width="100%" border="0">
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<tr>
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<td bgcolor="#2c5d92" class="RakNetWhiteHeader"> Crash Reporter Overview</td>
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</tr>
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</table>
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<TABLE BORDER="0" CELLPADDING="10" CELLSPACING="0" WIDTH="100%">
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<TR>
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<TD><p><span class="RakNetBlueHeader">Minidumps made easy</span><BR>
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</p>
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<p>The CrashReporter, found at RakNet/Samples/CrashReporter, is a Windows-only class designed to make it easier to debug unmonitored servers and/or game clients. When a crash occurs, the CrashReporter implementation catches the exception, writes a minidump, and then writes to disk or sends an email. The email operation can be interactive, opening the user's email client, or non-interactive, conecting to the mail server with the <a href="emailsender.html">EmailSender</a> class and sending a report automatically.</p>
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<p><strong>Copied from CrashReporter.h</strong></p>
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<p>The minidump can be opened in visual studio and will show you where the crash occurred and give you the local variable values.<br>
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<br>
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<em>How to use the minidump:</em><br>
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<br>
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Put the minidump on your harddrive and double click it. It will open Visual Studio. It will look for the exe that caused the crash in the directory
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that the program that crashed was running at. If it can't find this exe, or if it is different, it will look in the current
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directory for that exe. If it still can't find it, or if it is different, it will load Visual Studio and indicate that it can't find
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the executable module. No source code will be shown at that point. However, you can specify modpath=<pathToExeDirectory> in the
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project properties window for "Command Arguments".
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The best solution is copy the .dmp to a directory containing a copy of the exe that crashed.<br>
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<br>
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On load, Visual Studio will look for the .pdb, which it uses to find the source code files and other information. This is fine as long as the source
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code files on your harddrive match those that were used to create the exe. If they don't, you will see source code but it will be the wrong code.
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There are three ways to deal with this.<br>
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<br>
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The first way is to change the path to your source code so it won't find the wrong code automatically.
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This will cause the debugger to not find the source code pointed to in the .pdb . You will be prompted for the location of the correct source code.<br>
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<br>
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The second way is to build the exe on a different path than what you normally program with. For example, when you program you use c:/Working/Mygame
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When you release builds, you do at c:/Version2.2/Mygame . After a build, you keep the source files, the exe, and the pdb
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on a harddrive at that location. When you get a crash .dmp, copy it to the same directory as the exe, ( c:/Version2.2/Mygame/bin )
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This way the .pdb will point to the correct sources to begin wtih.<br>
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<br>
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The third way is save build labels or branches in source control and get that version (you only need source code + .exe + .pdb) before debugging.
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After debugging, restore your previous work.<br>
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</p>
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<p> To use:<br>
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#include "DbgHelp.h"<br>
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Link with Dbghelp.lib ws2_32.lib</p>
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</TR>
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</TABLE>
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<table width="100%" border="0">
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<tr>
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<td bgcolor="#2c5d92" class="RakNetWhiteHeader"><img src="spacer.gif" width="8" height="1">See Also</td>
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</tr>
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</table>
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<TABLE BORDER="0" CELLPADDING="10" CELLSPACING="0" WIDTH="100%">
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<TR>
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<TD> <A HREF="index.html">Index</A><BR> </TD>
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</TR>
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</TABLE></TD>
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</TR></TABLE>
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</BODY>
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</HTML>
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