Files
se-launcher/CringePlugins/Loader/PluginWrapper.cs
pas2704 36af9a722a
All checks were successful
Build / Compute Version (push) Successful in 5s
Build / Build Nuget package (CringeBootstrap.Abstractions) (push) Successful in 1m55s
Build / Build Nuget package (CringePlugins) (push) Successful in 2m24s
Build / Build Nuget package (NuGet) (push) Successful in 2m6s
Build / Build Nuget package (SharedCringe) (push) Successful in 2m47s
Build / Build Launcher (push) Successful in 3m45s
Wrap plugins in PluginWrapper to handle fatal errors in plugins
2024-11-09 03:42:25 -05:00

73 lines
1.6 KiB
C#

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