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Crash dumps now go to the project's own Sentry server. The launcher's out-of-process helper is unchanged; only where it posts and what it expects back are: - The default endpoint is the Sentry project's minidump URL. Report attributes travel as Sentry tags, with the release as reskate@<version>. - An upload counts as accepted when the server answers with an event ID. - "backtrace" is "crash_report" throughout: the namespace, files, CMake targets, DINGOSDK_CRASH_REPORT_URL, DINGOSDK_BUILD_CRASH_REPORT_TESTS and the RESKATE_CRASH_REPORT_URL override. Performance timings are new, and off unless "Send performance timings" is ticked in the launcher's settings (RESKATE_TRACING=1). A small tracer (Engine/Core/Debug/trace.h) posts each finished step to Sentry as a transaction from a background thread; the launcher and the game it starts share one trace. Timed: the update check, the Steam download, Thunderstore installs, the mod merge, starting the game, the launch up to the first playable level, each level load, joining a session, fetching the identity lists, and the time spent in each level with its average frame rate and long frames. Turning crash reports off turns timings off too.
22 lines
1.1 KiB
C++
22 lines
1.1 KiB
C++
#pragma once
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#include "Engine/Core/Json/json.h"
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#include <Windows.h>
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#include <filesystem>
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#include <functional>
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#include <string>
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namespace dingosdk::crash_report {
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inline constexpr std::uintmax_t max_dump_bytes = 128ull * 1024 * 1024;
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inline constexpr std::size_t max_pending_reports = 20;
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struct Endpoint { std::wstring host, resource; USHORT port{}; };
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struct UploadResult { bool accepted{}; DWORD http_status{}, error{}; std::string report_id; };
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bool parse_endpoint(const std::wstring& url, Endpoint& endpoint);
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bool accepted_response(DWORD status, std::string_view response, std::string& report_id);
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std::filesystem::path queue_directory(const std::filesystem::path& root, const std::wstring& url);
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UploadResult upload_report(const std::wstring& url, const std::filesystem::path& dump, const Json& attributes);
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using Sender = std::function<UploadResult(const std::wstring&, const std::filesystem::path&, const Json&)>;
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// Cross-process queue lock prevents the launcher and game helpers submitting the same dump.
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std::size_t upload_pending(const std::wstring& url, const std::filesystem::path& directory,
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const Sender& sender = upload_report) noexcept;
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}
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