bool FCrashUpload::PingTimeout(float DeltaTime) { if (EUploadState::PingingServer == State) { SetCurrentState(EUploadState::ServerNotAvailable); // PauseState will be Ready if user has not yet decided to send the report if (PauseState > EUploadState::Ready) { AddReportToPendingFile(); } } // One-shot return false; }
void FCrashUpload::BeginUpload(const FPlatformErrorReport& PlatformErrorReport) { ErrorReport = PlatformErrorReport; PendingFiles += ErrorReport.GetFilesToUpload(); UE_LOG(CrashReportClientLog, Log, TEXT("Got %d pending files to upload from '%s'"), PendingFiles.Num(), *ErrorReport.GetReportDirectoryLeafName()); PauseState = EUploadState::Finished; if (State == EUploadState::Ready) { BeginUploadImpl(); } else if (State == EUploadState::ServerNotAvailable) { AddReportToPendingFile(); } }
void FCrashUpload::BeginUpload(const FPlatformErrorReport& PlatformErrorReport) { ErrorReport = PlatformErrorReport; PendingFiles = ErrorReport.GetFilesToUpload(); UE_LOG(CrashReportClientLog, Log, TEXT("Got %d pending files to upload from '%s'"), PendingFiles.Num(), *ErrorReport.GetReportDirectoryLeafName()); // Pause before posting completed message, to allow for additional files to be uploaded PauseState = EUploadState::PostingReportComplete; if (State == EUploadState::Ready) { BeginUploadImpl(); } else if (State == EUploadState::ServerNotAvailable) { AddReportToPendingFile(); } }