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:
peelz
2022-08-06 18:10:54 -04:00
parent 3de2d8e550
commit dd1b404c9b
14 changed files with 184 additions and 190 deletions
@@ -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;
}