When the process is running, we use a finally block to call Log.Dispose and flush any outstanding logs to disk before the process exits. This works when we handle any exception in a matching catch block. When the exception is unhandled, then the finally block will not run and instead the process will just exit. To fix this, flush the logs inside a catch block instead before rethrowing the error. This ensures we get logs even when crashing.
203 lines
5.2 KiB
C#
203 lines
5.2 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using System.Runtime.InteropServices;
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using System.Threading;
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using System.Threading.Tasks;
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using SDL2;
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namespace OpenRA.WindowsLauncher
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{
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sealed class WindowsLauncher
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{
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[DllImport("user32.dll")]
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static extern bool SetForegroundWindow(IntPtr hWnd);
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[DllImport("user32.dll")]
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static extern bool AllowSetForegroundWindow(int dwProcessId);
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static Process gameProcess;
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static string modID;
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static string displayName;
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static string faqUrl;
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static int Main(string[] args)
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{
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// The modID, displayName, and faqUrl variables are embedded in the assembly metadata by defining
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// -p:ModID="mymod", -p:DisplayName="My Mod", -p:FaqUrl="https://my.tld/faq" when compiling the project
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var attributes = Assembly.GetExecutingAssembly().GetCustomAttributes();
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foreach (var a in attributes)
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{
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if (a is AssemblyMetadataAttribute metadata)
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{
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switch (metadata.Key)
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{
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case "ModID": modID = metadata.Value; break;
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case "DisplayName": displayName = metadata.Value; break;
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case "FaqUrl": faqUrl = metadata.Value; break;
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}
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}
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}
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if (Array.Exists(args, x => x.StartsWith("Engine.LaunchPath=", StringComparison.Ordinal)))
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return RunGame(args);
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return RunInnerLauncher(args);
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}
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static int RunGame(string[] args)
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{
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var launcherPath = Assembly.GetExecutingAssembly().Location;
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var directory = Path.GetDirectoryName(launcherPath);
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Directory.SetCurrentDirectory(directory);
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AppDomain.CurrentDomain.UnhandledException += (_, e) => ExceptionHandler.HandleFatalError((Exception)e.ExceptionObject);
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try
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{
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return (int)Game.InitializeAndRun(args);
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}
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catch (Exception e)
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{
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// We must grant permission for the launcher process to bring the error dialog to the foreground.
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// Finding the parent process id is unreasonably difficult on Windows, so instead pass -1 to enable for all processes.
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AllowSetForegroundWindow(-1);
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ExceptionHandler.HandleFatalError(e);
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return (int)RunStatus.Error;
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}
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finally
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{
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// Flushing logs in finally block is okay here, as the catch block handles the exception.
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Log.Dispose();
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}
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}
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static int RunInnerLauncher(string[] args)
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{
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var launcherPath = Environment.ProcessPath;
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var launcherArgs = args.ToList();
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if (!launcherArgs.Exists(x => x.StartsWith("Engine.LaunchPath=", StringComparison.Ordinal)))
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launcherArgs.Add("Engine.LaunchPath=\"" + launcherPath + "\"");
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if (!launcherArgs.Exists(x => x.StartsWith("Game.Mod=", StringComparison.Ordinal)))
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launcherArgs.Add("Game.Mod=" + modID);
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var psi = new ProcessStartInfo(launcherPath, string.Join(" ", launcherArgs));
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try
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{
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gameProcess = Process.Start(psi);
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}
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catch
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{
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return 1;
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}
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if (gameProcess == null)
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return 1;
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gameProcess.EnableRaisingEvents = true;
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gameProcess.Exited += GameProcessExited;
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gameProcess.WaitForExit();
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return 0;
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}
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static void ShowErrorDialog()
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{
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var viewLogs = new SDL.SDL_MessageBoxButtonData
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{
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buttonid = 2,
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text = "View Logs",
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flags = SDL.SDL_MessageBoxButtonFlags.SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT
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};
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var viewFaq = new SDL.SDL_MessageBoxButtonData
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{
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buttonid = 1,
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text = "View FAQ"
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};
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var quit = new SDL.SDL_MessageBoxButtonData
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{
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buttonid = 0,
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text = "Quit",
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flags = SDL.SDL_MessageBoxButtonFlags.SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT
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};
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var dialog = new SDL.SDL_MessageBoxData
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{
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flags = SDL.SDL_MessageBoxFlags.SDL_MESSAGEBOX_ERROR,
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title = "Fatal Error",
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message = displayName + " has encountered a fatal error and must close.\nRefer to the crash logs and FAQ for more information.",
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buttons = new[] { quit, viewFaq, viewLogs },
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numbuttons = 3
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};
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// SDL_ShowMessageBox may create the error dialog behind other windows.
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// We want to bring it to the foreground, but can't do it from the main thread
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// because SDL_ShowMessageBox blocks until the user presses a button.
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// HACK: Spawn a thread to raise it to the foreground after a short delay.
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Task.Run(() =>
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{
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Thread.Sleep(1000);
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SetForegroundWindow(Process.GetCurrentProcess().MainWindowHandle);
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});
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if (SDL.SDL_ShowMessageBox(ref dialog, out var buttonid) < 0)
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Exit();
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switch (buttonid)
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{
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case 0: Exit(); break;
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case 1:
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{
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try
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{
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SDL.SDL_OpenURL(faqUrl);
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}
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catch { }
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break;
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}
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case 2:
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{
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try
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{
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SDL.SDL_OpenURL(Path.Combine(Platform.SupportDir, "Logs"));
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}
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catch { }
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break;
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}
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}
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}
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static void GameProcessExited(object sender, EventArgs e)
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{
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if (gameProcess.ExitCode != (int)RunStatus.Success)
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ShowErrorDialog();
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Exit();
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}
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static void Exit()
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{
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Environment.Exit(0);
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}
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}
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}
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