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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).
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@ -1,36 +0,0 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable enable
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using System;
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using System.Threading.Tasks;
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using osu.Framework.Extensions.ExceptionExtensions;
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using osu.Framework.Logging;
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namespace osu.Game.Extensions
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{
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public static class TaskExtensions
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{
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/// <summary>
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/// Denote a task which is to be run without local error handling logic, where failure is not catastrophic.
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/// Avoids unobserved exceptions from being fired.
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/// </summary>
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/// <param name="task">The task.</param>
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/// <param name="logAsError">
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/// Whether errors should be logged as errors visible to users, or as debug messages.
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/// Logging as debug will essentially silence the errors on non-release builds.
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/// </param>
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public static void CatchUnobservedExceptions(this Task task, bool logAsError = false)
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{
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task.ContinueWith(t =>
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{
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Exception? exception = t.Exception?.AsSingular();
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if (logAsError)
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Logger.Error(exception, $"Error running task: {exception?.Message ?? "(unknown)"}", LoggingTarget.Runtime, true);
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else
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Logger.Log($"Error running task: {exception}", LoggingTarget.Runtime, LogLevel.Debug);
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}, TaskContinuationOptions.NotOnRanToCompletion);
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}
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}
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}
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@ -15,7 +15,6 @@ using osu.Framework.Graphics;
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using osu.Framework.Logging;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Extensions;
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using osu.Game.Online.API;
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using osu.Game.Online.API.Requests;
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using osu.Game.Online.API.Requests.Responses;
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@ -104,7 +103,7 @@ namespace osu.Game.Online.Multiplayer
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if (!connected.NewValue && Room != null)
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{
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Logger.Log("Connection to multiplayer server was lost.", LoggingTarget.Runtime, LogLevel.Important);
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LeaveRoom().CatchUnobservedExceptions();
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LeaveRoom();
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}
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});
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}
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@ -4,7 +4,6 @@
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using osu.Framework.Allocation;
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using osu.Framework.Logging;
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using osu.Framework.Screens;
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using osu.Game.Extensions;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Rooms;
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@ -23,7 +22,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
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base.OnResuming(last);
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if (client.Room != null)
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client.ChangeState(MultiplayerUserState.Idle).CatchUnobservedExceptions(true);
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client.ChangeState(MultiplayerUserState.Idle);
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}
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protected override void UpdatePollingRate(bool isIdle)
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@ -11,7 +11,6 @@ using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Screens;
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using osu.Game.Extensions;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Rooms;
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using osu.Game.Screens.OnlinePlay.Components;
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@ -237,7 +236,6 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
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// accessing Exception here silences any potential errors from the antecedent task
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if (t.Exception != null)
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{
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t.CatchUnobservedExceptions(true); // will run immediately.
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// gameplay was not started due to an exception; unblock button.
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endOperation();
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}
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@ -248,11 +246,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
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}
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client.ToggleReady()
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.ContinueWith(t =>
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{
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t.CatchUnobservedExceptions(true); // will run immediately.
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endOperation();
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});
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.ContinueWith(t => endOperation());
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void endOperation()
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{
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@ -9,7 +9,6 @@ using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.ExceptionExtensions;
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using osu.Framework.Logging;
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using osu.Game.Extensions;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Rooms;
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using osu.Game.Online.Rooms.RoomStatuses;
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@ -69,7 +68,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
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base.PartRoom();
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multiplayerClient.LeaveRoom().CatchUnobservedExceptions();
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multiplayerClient.LeaveRoom();
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// 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.
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// 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;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.UserInterface;
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using osu.Game.Extensions;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Graphics.UserInterface;
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@ -176,7 +175,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Participants
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if (Room.Host?.UserID != api.LocalUser.Value.Id)
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return;
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Client.TransferHost(targetUser).CatchUnobservedExceptions(true);
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Client.TransferHost(targetUser);
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})
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};
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}
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