Wrap plugins in PluginWrapper to handle fatal errors in plugins
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72
CringePlugins/Loader/PluginWrapper.cs
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72
CringePlugins/Loader/PluginWrapper.cs
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using NLog;
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using VRage.Plugins;
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namespace CringePlugins.Loader;
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//todo: we should patch Mysanboxgame.Run to log init of actual plugin names instead of pluginwrapper
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//also, maybe we could unload the plugin if there's an error?
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internal sealed class PluginWrapper(string name, IPlugin plugin) : IHandleInputPlugin
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{
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public bool HasError => LastException != null;
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public Exception? LastException { get; private set; } //todo: show exception when hovered in plugin menu?
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private static readonly ILogger Log = LogManager.GetCurrentClassLogger();
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public void Dispose()
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{
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try
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{
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plugin.Dispose();
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}
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catch (Exception e)
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{
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Log.Error(e, "Error Disposing {Name}", name);
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LastException = e;
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}
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}
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public void HandleInput()
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{
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if (HasError || plugin is not IHandleInputPlugin input)
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return;
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try
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{
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input.HandleInput();
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}
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catch (Exception e)
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{
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Log.Error(e, "Error Updating {Name}", name);
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LastException = e;
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}
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}
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public void Init(object gameInstance)
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{
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try
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{
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plugin.Init(gameInstance);
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}
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catch (Exception e)
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{
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Log.Error(e, "Error Initializing {Name}", name);
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LastException = e;
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}
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}
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public void Update()
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{
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if (HasError)
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return;
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try
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{
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plugin.Update();
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}
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catch (Exception e)
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{
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Log.Error(e, "Error Updating {Name}", name);
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LastException = e;
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}
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}
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}
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