- got built in memory leak working. Just edit leak_dumper.h and uncomment:

//#define SL_LEAK_DUMP
- got better / more accurate stack dumps when we detect errors in game.
- Both of these need to be worked on in windows next, win32 may not compile for now until i fix it on that platform.
- BE VERY CAREFUL when working in leak_dumper.* it may cause GCC and your system to crash if you don't know what you are doing!
This commit is contained in:
Mark Vejvoda
2012-04-14 21:21:09 +00:00
parent ed201fa5d3
commit 8c0bf75bf5
117 changed files with 1760 additions and 1071 deletions

View File

@@ -28,13 +28,18 @@ LPWSTR Ansi2WideString(LPCSTR lpaszString);
std::string utf8_encode(const std::wstring wstr);
std::wstring utf8_decode(const std::string str);
class megaglest_runtime_error : public runtime_error {
public:
megaglest_runtime_error(const string& __arg);
};
// =====================================================
// class PlatformExceptionHandler
// =====================================================
LONG WINAPI UnhandledExceptionFilter2(struct _EXCEPTION_POINTERS *ExceptionInfo);
class PlatformExceptionHandler{
class PlatformExceptionHandler {
private:
static PlatformExceptionHandler *thisPointer;
@@ -43,6 +48,9 @@ private:
string dumpFileName;
public:
static string application_binary;
static string getStackTrace();
void install(string dumpFileName);
virtual void handle()=0;
static string codeToStr(DWORD code);