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osu-lazer/osu.Game/Extensions/TaskExtensions.cs
Bartłomiej Dach 2d279350ad Catch multiplayer client-related unobserved exceptions better
Silencing an exception from a task continuation requires accessing
`task.Exception` in any way, which was not done previously if
`logOnError` was false.

To resolve without having to worry whether the compiler will optimise
away a useless access or now, just always log, but switch the logging
level. The unimportant errors will be logged as debug and therefore
essentially silenced on release builds (but could still be potentially
useful in debugging).
2020-12-31 11:39:42 +01:00

37 lines
1.4 KiB
C#

// 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);
}
}
}