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SLikeNet/Samples/CrashReporter/CrashReporter.h
2025-11-24 14:19:51 +05:30

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/*
* Original work: Copyright (c) 2014, Oculus VR, Inc.
* All rights reserved.
*
* This source code is licensed under the BSD-style license found in the
* RakNet License.txt file in the licenses directory of this source tree. An additional grant
* of patent rights can be found in the RakNet Patents.txt file in the same directory.
*
*
* Modified work: Copyright (c) 2017-2018, SLikeSoft UG (haftungsbeschränkt)
*
* This source code was modified by SLikeSoft. Modifications are licensed under the MIT-style
* license found in the license.txt file in the root directory of this source tree.
*/
#ifndef __CRASH_REPORTER_H
#define __CRASH_REPORTER_H
// This is a crash reporter that will send a minidump by email on unhandled exceptions
// This normally only runs if you are not currently debugging.
// To send reports while debugging (mostly to test this class), define _DEBUG_CRASH_REPORTER
// and put your code in a try/except block such as
//
// extern void DumpMiniDump(PEXCEPTION_POINTERS excpInfo);
//
// void main(void)
//{
//__try
//{
// RunGame();
//}
//__except(DumpMiniDump(GetExceptionInformation()),EXCEPTION_EXECUTE_HANDLER)
//{
//}
//}
// The minidump can be opened in visual studio and will show you where the crash occurred and give you the local variable values.
//
// How to use the minidump:
//
// 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
// 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
// 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
// the executable module. No source code will be shown at that point. However, you can specify modpath=<pathToExeDirectory> in the
// project properties window for "Command Arguments".
// The best solution is copy the .dmp to a directory containing a copy of the exe that crashed.
//
// 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
// 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.
// There are three ways to deal with this.
//
// The first way is to change the path to your source code so it won't find the wrong code automatically.
// 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.
//
// 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
// When you release builds, you do at c:/Version2.2/Mygame . After a build, you keep the source files, the exe, and the pdb
// 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 )
// This way the .pdb will point to the correct sources to begin wtih.
//
// 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.
// After debugging, restore your previous work.
//
// To use:
// #include "DbgHelp.h"
// Link with Dbghelp.lib ws2_32.lib
#include "slikenet/defines.h" // used for SLNet -> RakNet namespace change in RAKNET_COMPATIBILITY mode
namespace SLNet {
// Possible actions to take on a crash. If you want to restart the app as well, see the CrashRelauncher sample.
enum CrashReportAction
{
// Send an email (mutually exclusive with AOC_EMAIL_WITH_ATTACHMENT)
AOC_EMAIL_NO_ATTACHMENT=1,
// Send an email and attach the minidump (mutually exclusive with AOC_EMAIL_NO_ATTACHMENT)
AOC_EMAIL_WITH_ATTACHMENT=2,
// Write the minidump to disk in a specified directory
AOC_WRITE_TO_DISK=4,
// In silent mode there are no prompts. This is useful for an unmonitored application.
AOC_SILENT_MODE=8
};
/// Holds all the parameters to CrashReporter::Start
struct CrashReportControls
{
// Bitwise OR of CrashReportAction values to determine what to do on a crash.
int actionToTake;
// Used to generate the dump filename. Required with AOC_EMAIL_WITH_ATTACHMENT or AOC_WRITE_TO_DISK
char appName[128];
char appVersion[128];
// Used with AOC_WRITE_TO_DISK . Path to write to. Not the filename, just the path. Empty string means the current directory.
char pathToMinidump[260];
// Required with AOC_EMAIL_* & AOC_SILENT_MODE . The SMTP server to send emails from.
char SMTPServer[128];
// Required with AOC_EMAIL_* & AOC_SILENT_MODE . The account name to send emails with (probably your email address).
char SMTPAccountName[64];
// Required with AOC_EMAIL_* & AOC_SILENT_MODE . What to put in the sender field of the email.
char emailSender[64];
// Required with AOC_EMAIL_* . What to put in the subject of the email.
char emailSubjectPrefix[128];
// Required with AOC_EMAIL_* as long as you are NOT in AOC_SILENT_MODE . What to put in the body of the email.
char emailBody[1024];
// Required with AOC_EMAIL_* . Who to send the email to.
char emailRecipient[64];
// Required with AOC_EMAIL_* . What password to use to send the email under TLS, if required
char emailPassword[64];
// How much memory to write. MiniDumpNormal is the least but doesn't seem to give correct globals. MiniDumpWithDataSegs gives more.
// Include "DbgHelp.h" for these enumerations.
int minidumpType;
};
/// \brief On an unhandled exception, will save a minidump and email it.
/// A minidump can be opened in visual studio to give the callstack and local variables at the time of the crash.
/// It has the same amount of information as if you crashed while debugging in the relevant mode. So Debug tends to give
/// accurate stacks and info while Release does not.
///
/// Minidumps are only accurate for the code as it was compiled at the date of the release. So you should label releases in source control
/// and put that label number in the 'appVersion' field.
class CrashReporter
{
public:
static void Start(CrashReportControls *input);
static CrashReportControls controls;
};
} // namespace SLNet
#endif