/* ** Command & Conquer Renegade(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program is free software: you can redistribute it and/or modify ** it under the terms of the GNU General Public License as published by ** the Free Software Foundation, either version 3 of the License, or ** (at your option) any later version. ** ** This program is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ** GNU General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ /*********************************************************************************************** *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S *** *********************************************************************************************** * * * Project Name : Command & Conquer * * * * $Archive:: /Commando/Code/wwlib/Except.h $* * * * $Author:: Steve_t $* * * * $Modtime:: 2/07/02 12:28p $* * * * $Revision:: 6 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #pragma once #ifndef EXCEPT_H #define EXCEPT_H #ifdef _MSC_VER #include "win.h" /* ** Forward Declarations */ typedef struct _EXCEPTION_POINTERS EXCEPTION_POINTERS; typedef struct _CONTEXT CONTEXT; int Exception_Handler(int exception_code, EXCEPTION_POINTERS *e_info); int Stack_Walk(unsigned long *return_addresses, int num_addresses, CONTEXT *context = NULL); bool Lookup_Symbol(void *code_ptr, char *symbol, int &displacement); void Load_Image_Helper(void); void Register_Thread_ID(unsigned long thread_id, char *thread_name, bool main = false); void Unregister_Thread_ID(unsigned long thread_id, char *thread_name); void Register_Application_Exception_Callback(void (*app_callback)(void)); void Register_Application_Version_Callback(char *(*app_version_callback)(void)); void Set_Exit_On_Exception(bool set); bool Is_Trying_To_Exit(void); unsigned long Get_Main_Thread_ID(void); #if (0) bool Register_Thread_Handle(unsigned long thread_id, HANDLE thread_handle); int Get_Num_Thread(void); HANDLE Get_Thread_Handle(int thread_index); #endif //(0) /* ** Register dump variables. These are used to allow the game to restart from an arbitrary ** position after an exception occurs. */ extern unsigned long ExceptionReturnStack; extern unsigned long ExceptionReturnAddress; extern unsigned long ExceptionReturnFrame; typedef struct tThreadInfoType { char ThreadName[128]; unsigned long ThreadID; HANDLE ThreadHandle; bool Main; } ThreadInfoType; #endif //_MSC_VER #endif //EXCEPT_H