173 lines
7.1 KiB
C++
173 lines
7.1 KiB
C++
/*
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* Original work: Copyright (c) 2014, Oculus VR, Inc.
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* All rights reserved.
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*
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* This source code is licensed under the BSD-style license found in the
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* RakNet License.txt file in the licenses directory of this source tree. An additional grant
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* of patent rights can be found in the RakNet Patents.txt file in the same directory.
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*
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*
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* Modified work: Copyright (c) 2016-2017, SLikeSoft UG (haftungsbeschränkt)
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*
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* This source code was modified by SLikeSoft. Modifications are licensed under the MIT-style
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* license found in the license.txt file in the root directory of this source tree.
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*/
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// Windows only sample to catch unhandled exceptions and email a minidump.
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// The minidump can be opened in visual studio and will show you where the crash occurred and give you the local variable values.
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//
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// How to use the minidump:
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//
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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.
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//
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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.
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//
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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.
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//
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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.
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//
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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.
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#include "slikenet/SocketLayer.h"
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#include "CrashReporter.h" // This is the only required file for the crash reporter. You must link in Dbghelp.lib
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#include <stdio.h> // Printf, for the sample code
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#include "slikenet/Kbhit.h" // getch, for the sample code
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#pragma warning(push)
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// disable warning 4091 (triggers for enum typedefs in DbgHelp.h in Windows SDK 7.1 and Windows SDK 8.1)
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#pragma warning(disable:4091)
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#include <DbgHelp.h>
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#pragma warning(pop)
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#include "slikenet/Gets.h"
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void function1(int a)
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{
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int *crashPtr=0;
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// Keep crashPtr from getting compiled out
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printf("Now crashing!!!! %p\n", crashPtr);
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// If it crashes here in your debugger that is because you didn't define _DEBUG_CRASH_REPORTER to catch it.
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// The normal mode of the crash handler is to only catch when you are NOT debugging (started through ctrl-f5)
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*crashPtr=a;
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}
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void RunGame(void)
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{
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int a=10;
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int b=20;
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function1(a);
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printf("%i", b);
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}
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//#define _DEBUG_CRASH_REPORTER
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// If you don't plan to debug the crash reporter itself, you can remove _DEBUG_CRASH_REPORTER
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#ifdef _DEBUG_CRASH_REPORTER
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#include "slikenet/WindowsIncludes.h"
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extern void DumpMiniDump(PEXCEPTION_POINTERS excpInfo);
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#endif
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void main(void)
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{
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printf("Demonstrates the crash reporter.\n");
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printf("This program will prompt you for a variety of actions to take on crash.\n");
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printf("If so desired, it will generate a minidump which can be opened in visual studio\n");
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printf("to debug the crash.\n\n");
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SLNet::CrashReportControls controls;
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controls.actionToTake=0;
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printf("Send an email? (y/n)\n");
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if (_getch()=='y')
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{
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printf("Attach the mini-dump to the email? (y/n)\n");
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if (_getch()=='y')
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controls.actionToTake|= SLNet::AOC_EMAIL_WITH_ATTACHMENT;
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else
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controls.actionToTake|= SLNet::AOC_EMAIL_NO_ATTACHMENT;
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}
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printf("Write mini-dump to disk? (y/n)\n");
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if (_getch()=='y')
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controls.actionToTake|= SLNet::AOC_WRITE_TO_DISK;
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printf("Handle crashes in silent mode (no prompts)? (y/n)\n");
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if (_getch()=='y')
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controls.actionToTake|= SLNet::AOC_SILENT_MODE;
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if ((controls.actionToTake & SLNet::AOC_EMAIL_WITH_ATTACHMENT) || (controls.actionToTake & SLNet::AOC_EMAIL_NO_ATTACHMENT))
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{
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if (controls.actionToTake & SLNet::AOC_SILENT_MODE)
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{
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printf("Enter SMTP Server: ");
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Gets(controls.SMTPServer,sizeof(controls.SMTPServer));
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if (controls.SMTPServer[0]==0)
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return;
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printf("Enter SMTP account name: ");
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Gets(controls.SMTPAccountName,sizeof(controls.SMTPAccountName));
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if (controls.SMTPAccountName[0]==0)
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return;
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printf("Enter sender email address: ");
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Gets(controls.emailSender,sizeof(controls.emailSender));
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}
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printf("Enter email recipient email address: ");
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Gets(controls.emailRecipient,sizeof(controls.emailRecipient));
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if (controls.emailRecipient[0]==0)
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return;
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printf("Enter subject prefix, if any: ");
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Gets(controls.emailSubjectPrefix,sizeof(controls.emailSubjectPrefix));
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if ((controls.actionToTake & SLNet::AOC_SILENT_MODE)==0)
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{
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printf("Enter text to write in email body: ");
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Gets(controls.emailBody,sizeof(controls.emailBody));
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}
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}
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if (controls.actionToTake & SLNet::AOC_WRITE_TO_DISK)
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{
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printf("Enter disk path to write to (ENTER for current directory): ");
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Gets(controls.pathToMinidump,sizeof(controls.pathToMinidump));
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}
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printf("Enter application name: ");
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Gets(controls.appName,sizeof(controls.appName));
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printf("Enter application version: ");
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Gets(controls.appVersion,sizeof(controls.appVersion));
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// MiniDumpNormal will not give you SocketLayer::I correctly but is small (like 15K)
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// MiniDumpWithDataSegs is much bigger (391K) but does give you SocketLayer::I correctly.
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controls.minidumpType=MiniDumpWithDataSegs;
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// You must call Start before any crashes will be reported.
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SLNet::CrashReporter::Start(&controls);
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printf("Crash reporter started.\n");
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// If you don't plan to debug the crash reporter itself, you can remove the __try within _DEBUG_CRASH_REPORTER
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#ifdef _DEBUG_CRASH_REPORTER
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__try
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#endif
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{
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RunGame();
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}
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// If you don't plan to debug the crash reporter itself, you can remove the DumpMiniDump code within _DEBUG_CRASH_REPORTER
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#ifdef _DEBUG_CRASH_REPORTER
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__except(DumpMiniDump(GetExceptionInformation()),EXCEPTION_EXECUTE_HANDLER)
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{
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}
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#endif
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}
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