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Get error code when the game fails to launch on windows (#179)
This PR logs the error `CreateProcessA` returns when failing on windows. This can help with figuring out why the launcher `Failed to Launch the game!` --- By creating this pull request, I understand that code that is AI generated or otherwise automatically generated may be rejected without further discussion. I declare that I fully understand all code I pushed into this PR, and wrote all this code myself and own the rights to this code.
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commit
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@ -90,6 +90,8 @@ void StartGame(std::string Dir) {
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gameArgs += options.game_arguments[i];
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}
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debug("BeamNG executable path: " + Dir);
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bSuccess = CreateProcessA(nullptr, (LPSTR)(Dir + gameArgs).c_str(), nullptr, nullptr, TRUE, 0, nullptr, BaseDir.c_str(), &si, &pi);
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if (bSuccess) {
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info("Game Launched!");
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@ -97,7 +99,19 @@ void StartGame(std::string Dir) {
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WaitForSingleObject(pi.hProcess, INFINITE);
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error("Game Closed! launcher closing soon");
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} else {
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error("Failed to Launch the game! launcher closing soon");
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std::string err = "";
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DWORD dw = GetLastError();
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LPVOID lpErrorMsgBuffer;
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if (FormatMessage(FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS, NULL, dw,
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MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), (LPTSTR)&lpErrorMsgBuffer, 0, nullptr) == 0) {
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err = "Unknown error code: " + std::to_string(dw);
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} else {
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err = "Error " + std::to_string(dw) + ": " + (char*)lpErrorMsgBuffer;
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}
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error("Failed to Launch the game! launcher closing soon. " + err);
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}
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std::this_thread::sleep_for(std::chrono::seconds(5));
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exit(2);
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