// Copyright (c) 2006-2009 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // This is a cross platform interface for helper functions related to debuggers. // You should use this to test if you're running under a debugger, and if you // would like to yield (breakpoint) into the debugger. #ifndef BASE_DEBUG_UTIL_H_ #define BASE_DEBUG_UTIL_H_ #include #include #include "sgp_logger.h" // A macro to disallow the copy constructor and operator= functions // This should be used in the private: declarations for a class #define DISALLOW_COPY_AND_ASSIGN(TypeName) \ TypeName(const TypeName&); \ void operator=(const TypeName&) // An older, deprecated, politically incorrect name for the above. #define DISALLOW_EVIL_CONSTRUCTORS(TypeName) DISALLOW_COPY_AND_ASSIGN(TypeName) // A stacktrace can be helpful in debugging. For example, you can include a // stacktrace member in a object (probably around #ifndef NDEBUG) so that you // can later see where the given object was created from. class StackTrace { public: // Create a stacktrace from the current location StackTrace(); // Get an array of instruction pointer values. // count: (output) the number of elements in the returned array const void *const *Addresses(size_t* count); // Print a backtrace to stderr void PrintBacktrace(const char* msg); // Resolve backtrace to symbols and write to stream. void OutputToStream(const char* msg, sgp::Logger::LogInstance* os); private: std::vector trace_; int count_; DISALLOW_EVIL_CONSTRUCTORS(StackTrace); }; struct _EXCEPTION_POINTERS; namespace sgp { void dumpStackTrace(vfs::String const& msg); // Write a heap-free crash report (registers + a raw return-address backtrace) // for the faulting context to a numbered crash_report file; symbolize it // offline against the build's PDB. Call first-chance from a vectored handler. void writeExceptionBacktrace(_EXCEPTION_POINTERS* ep); // Record the build-id (game version string) to stamp into crash reports, so // a report can be matched to the exact build's PDB. Call once at startup. void setCrashBuildId(const char* id); // What to tell the player: why we died and where the report landed. NULL if // no crash was recorded. Built by the handler, shown from the exit path. const wchar_t* crashReportMessage(); // Record the player's optional self-chosen handle (HANDLE in Ja2 Settings) to // stamp into crash reports, so a report can be tied to whoever raises it with // us on Discord. Empty or unset simply omits the field. Call once at startup. void setCrashUserHandle(const wchar_t* handle); // Startup crash-telemetry pass (heap is healthy here — never call from a // crash handler). If url is empty the feature is off. On first run, asks the // player for consent (native dialog) and remembers it; if granted, POSTs each // pending crash_report_*.txt to url and deletes the ones that upload cleanly. void processCrashTelemetry(const wchar_t* url); } #endif // BASE_DEBUG_UTIL_H_