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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.
43 lines
1.9 KiB
C++
43 lines
1.9 KiB
C++
#pragma once
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#include "Engine/Core/Platform/launcher_support.h"
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#include "updater.h"
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#include <filesystem>
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#include <functional>
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#include <string>
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#include <vector>
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namespace dingosdk::launcher_app {
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struct Session {
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std::filesystem::path self;
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launcher::SiblingPaths paths;
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};
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// Resolves ReSkateLauncher.exe and its sibling game files and opens ReSkate.log.
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Session open_session(const std::string& log_level);
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// Skate.exe and steam_api64.dll are present and exactly the supported build.
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bool game_files_supported(const launcher::SiblingPaths& paths);
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// The config's depot/manifest ships the build this launcher was compiled for.
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bool config_matches_build(const launcher_update::Config& config);
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void relaunch(const std::filesystem::path& self, const std::vector<std::wstring>& arguments);
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// Under Wine/Proton with MangoHud on, restarts the launcher with MangoHud off for
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// its own window and returns true. The game it starts still gets MangoHud.
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bool relaunch_without_mangohud(const std::filesystem::path& self, const std::vector<std::wstring>& arguments);
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// Steam's client process is running and signed in to an account. When it is
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// not, start_game runs the game in offline mode.
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bool steam_signed_in();
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// Why steam_signed_in() is false, for ReSkate.log; empty when it is true.
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std::wstring steam_offline_reason();
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// Display name of the signed-in Steam account (UTF-8), or empty when Steam is
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// not running, signed out, or the name cannot be read.
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std::string steam_persona_name();
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// Validates, starts, injects and resumes Skate; returns its process id.
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// `created` receives the id as soon as the process exists (ReSkate's startup
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// splash can open before this returns). Throws a user-facing message.
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DWORD start_game(const Session& session, const launcher::LaunchOptions& options,
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const std::function<void(DWORD)>& created = {});
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} // namespace dingosdk::launcher_app
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