Refactor error/exception/message handling
This adds: - LuaCsSetup.ExceptionHandler so we can decide how we want to handle exceptions for unit tests - LuaCsSetup.MessageHandler so we can redirect logs to the XUnit output helper
This commit is contained in:
@@ -73,7 +73,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (luaModInterface.Any(i => i.Equals(modName)))
|
||||
{
|
||||
GameMain.LuaCs.HandleException(new ArgumentException($"'{modName}' entry already registered"), exceptionType: ExceptionType.Lua);
|
||||
GameMain.LuaCs.HandleException(new ArgumentException($"'{modName}' entry already registered"), LuaCsMessageOrigin.LuaMod);
|
||||
return null;
|
||||
}
|
||||
|
||||
@@ -86,7 +86,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (csModInterface.Any(i => i.Equals(mod)))
|
||||
{
|
||||
GameMain.LuaCs.HandleException(new ArgumentException($"'{mod.GetType().FullName}' entry already registered"), exceptionType: ExceptionType.CSharp);
|
||||
GameMain.LuaCs.HandleException(new ArgumentException($"'{mod.GetType().FullName}' entry already registered"), LuaCsMessageOrigin.CSharpMod);
|
||||
return null;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user