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mirror of https://github.com/ppy/osu.git synced 2024-12-14 18:33:20 +08:00

Remove all usage of CatchUnobservedExceptions

This should no longer be required with the recent framework side change
that stops a game from crashing on unobserved exceptions
(https://github.com/ppy/osu-framework/pull/4171).
This commit is contained in:
Dean Herbert 2021-01-29 16:32:28 +09:00
parent 4c4770bf4b
commit a61444690e
6 changed files with 5 additions and 51 deletions

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@ -1,36 +0,0 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable enable
using System;
using System.Threading.Tasks;
using osu.Framework.Extensions.ExceptionExtensions;
using osu.Framework.Logging;
namespace osu.Game.Extensions
{
public static class TaskExtensions
{
/// <summary>
/// Denote a task which is to be run without local error handling logic, where failure is not catastrophic.
/// Avoids unobserved exceptions from being fired.
/// </summary>
/// <param name="task">The task.</param>
/// <param name="logAsError">
/// Whether errors should be logged as errors visible to users, or as debug messages.
/// Logging as debug will essentially silence the errors on non-release builds.
/// </param>
public static void CatchUnobservedExceptions(this Task task, bool logAsError = false)
{
task.ContinueWith(t =>
{
Exception? exception = t.Exception?.AsSingular();
if (logAsError)
Logger.Error(exception, $"Error running task: {exception?.Message ?? "(unknown)"}", LoggingTarget.Runtime, true);
else
Logger.Log($"Error running task: {exception}", LoggingTarget.Runtime, LogLevel.Debug);
}, TaskContinuationOptions.NotOnRanToCompletion);
}
}
}

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@ -15,7 +15,6 @@ using osu.Framework.Graphics;
using osu.Framework.Logging;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Extensions;
using osu.Game.Online.API;
using osu.Game.Online.API.Requests;
using osu.Game.Online.API.Requests.Responses;
@ -104,7 +103,7 @@ namespace osu.Game.Online.Multiplayer
if (!connected.NewValue && Room != null)
{
Logger.Log("Connection to multiplayer server was lost.", LoggingTarget.Runtime, LogLevel.Important);
LeaveRoom().CatchUnobservedExceptions();
LeaveRoom();
}
});
}

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@ -4,7 +4,6 @@
using osu.Framework.Allocation;
using osu.Framework.Logging;
using osu.Framework.Screens;
using osu.Game.Extensions;
using osu.Game.Graphics.UserInterface;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.Rooms;
@ -23,7 +22,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
base.OnResuming(last);
if (client.Room != null)
client.ChangeState(MultiplayerUserState.Idle).CatchUnobservedExceptions(true);
client.ChangeState(MultiplayerUserState.Idle);
}
protected override void UpdatePollingRate(bool isIdle)

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@ -11,7 +11,6 @@ using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Screens;
using osu.Game.Extensions;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.Rooms;
using osu.Game.Screens.OnlinePlay.Components;
@ -237,7 +236,6 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
// accessing Exception here silences any potential errors from the antecedent task
if (t.Exception != null)
{
t.CatchUnobservedExceptions(true); // will run immediately.
// gameplay was not started due to an exception; unblock button.
endOperation();
}
@ -248,11 +246,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
}
client.ToggleReady()
.ContinueWith(t =>
{
t.CatchUnobservedExceptions(true); // will run immediately.
endOperation();
});
.ContinueWith(t => endOperation());
void endOperation()
{

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@ -9,7 +9,6 @@ using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.ExceptionExtensions;
using osu.Framework.Logging;
using osu.Game.Extensions;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.Rooms;
using osu.Game.Online.Rooms.RoomStatuses;
@ -69,7 +68,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
base.PartRoom();
multiplayerClient.LeaveRoom().CatchUnobservedExceptions();
multiplayerClient.LeaveRoom();
// Todo: This is not the way to do this. Basically when we're the only participant and the room closes, there's no way to know if this is actually the case.
// This is delayed one frame because upon exiting the match subscreen, multiplayer updates the polling rate and messes with polling.

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@ -10,7 +10,6 @@ using osu.Framework.Graphics.Cursor;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.UserInterface;
using osu.Game.Extensions;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Graphics.UserInterface;
@ -176,7 +175,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Participants
if (Room.Host?.UserID != api.LocalUser.Value.Id)
return;
Client.TransferHost(targetUser).CatchUnobservedExceptions(true);
Client.TransferHost(targetUser);
})
};
}