// Windows only sample to catch unhandled exceptions and email a minidump.
// 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.
#include "SocketLayer.h"
#include "CrashReporter.h" // This is the only required file for the crash reporter. You must link in Dbghelp.lib
#include <stdio.h> // Printf, for the sample code
#include <conio.h> // getch, for the sample code
#include <DbgHelp.h>
void function1(int a)
{
// Cause a global to be compiled in so I can test the watch value. SocketLayer::I
SocketLayer::Instance()->GetLocalPort(-1);
int *crashPtr=0;
// Keep crashPtr from getting compiled out
printf("Now crashing!!!! %p\n", crashPtr);
// If it crashes here in your debugger that is because you didn't define _DEBUG_CRASH_REPORTER to catch it.
// The normal mode of the crash handler is to only catch when you are NOT debugging (started through ctrl-f5)
*crashPtr=10;
}
void RunGame(void)
{
int a=10;
int b=20;
function1(a);
printf("%i", b);
}
//#define _DEBUG_CRASH_REPORTER
// If you don't plan to debug the crash reporter itself, you can remove _DEBUG_CRASH_REPORTER
#ifdef _DEBUG_CRASH_REPORTER
#include <windows.h>
extern void DumpMiniDump(PEXCEPTION_POINTERS excpInfo);
#endif
void main(void)
{
printf("Demonstrates the crash reporter.\n");
printf("This program will prompt you for a variety of actions to take on crash.\n");
printf("If so desired, it will generate a minidump which can be opened in visual studio\n");
printf("to debug the crash.\n\n");
CrashReportControls controls;
controls.actionToTake=0;
printf("Send an email? (y/n)\n");
if (getch()=='y')
{
printf("Attach the mini-dump to the email? (y/n)\n");
if (getch()=='y')
controls.actionToTake|=AOC_EMAIL_WITH_ATTACHMENT;
else
controls.actionToTake|=AOC_EMAIL_NO_ATTACHMENT;
}
printf("Write mini-dump to disk? (y/n)\n");
if (getch()=='y')
controls.actionToTake|=AOC_WRITE_TO_DISK;
printf("Handle crashes in silent mode (no prompts)? (y/n)\n");
if (getch()=='y')
controls.actionToTake|=AOC_SILENT_MODE;
if ((controls.actionToTake & AOC_EMAIL_WITH_ATTACHMENT) || (controls.actionToTake & AOC_EMAIL_NO_ATTACHMENT))
{
if (controls.actionToTake & AOC_SILENT_MODE)
{
printf("Enter SMTP Server: ");
gets(controls.SMTPServer);
if (controls.SMTPServer[0]==0)
return;
printf("Enter SMTP account name: ");
gets(controls.SMTPAccountName);
if (controls.SMTPAccountName[0]==0)
return;
printf("Enter sender email address: ");
gets(controls.emailSender);
}
printf("Enter email recipient email address: ");
gets(controls.emailRecipient);
if (controls.emailRecipient[0]==0)
return;
printf("Enter subject prefix, if any: ");
gets(controls.emailSubjectPrefix);
if ((controls.actionToTake & AOC_SILENT_MODE)==0)
{
printf("Enter text to write in email body: ");
gets(controls.emailBody);
}
}
if (controls.actionToTake & AOC_WRITE_TO_DISK)
{
printf("Enter disk path to write to (ENTER for current directory): ");
gets(controls.pathToMinidump);
}
printf("Enter application name: ");
gets(controls.appName);
printf("Enter application version: ");
gets(controls.appVersion);
// MiniDumpNormal will not give you SocketLayer::I correctly but is small (like 15K)
// MiniDumpWithDataSegs is much bigger (391K) but does give you SocketLayer::I correctly.
controls.minidumpType=MiniDumpWithDataSegs;
// You must call Start before any crashes will be reported.
CrashReporter::Start(&controls);
printf("Crash reporter started.\n");
// If you don't plan to debug the crash reporter itself, you can remove the __try within _DEBUG_CRASH_REPORTER
#ifdef _DEBUG_CRASH_REPORTER
__try
#endif
{
RunGame();
}
// If you don't plan to debug the crash reporter itself, you can remove the DumpMiniDump code within _DEBUG_CRASH_REPORTER
#ifdef _DEBUG_CRASH_REPORTER
__except(DumpMiniDump(GetExceptionInformation()),EXCEPTION_EXECUTE_HANDLER)
{
}
#endif
}
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