7#include "Containers/Map.h"
8#include "HAL/CriticalSection.h"
10#ifndef PLATFORM_SUPPORTS_ALL_THREAD_BACKTRACES
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60 return GameThreadName;
64 return RenderThreadName;
71 struct FThreadStackBackTrace
75 TArray<uint64, TInlineAllocator<100>> ProgramCounters;
78 void GetAllThreadStackBackTraces(TArray<FThreadStackBackTrace>& StackTraces);
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#define PLATFORM_SUPPORTS_ALL_THREAD_BACKTRACES
FWindowsCriticalSection FCriticalSection
ARK_API FString(const ANSICHAR *Str)
TArray< FRunnableThread * > GetForkableThreads()
const FString & GetThreadNameInternal(uint32 ThreadId)
static const FString & GetThreadName(uint32 ThreadId)
static FThreadManager & Get()
void AddThread(uint32 ThreadId, FRunnableThread *Thread)
FCriticalSection ThreadsCritical
void ForEachThread(TFunction< void(uint32 ThreadId, FRunnableThread *Thread)> Func)
void RemoveThread(FRunnableThread *Thread)