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
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@@ -93,9 +93,11 @@ namespace Barotrauma
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{
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LuaCsNetReceives[netMessageName](netMessage, client);
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}
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catch(Exception e)
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catch (Exception e)
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{
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GameMain.LuaCs.HandleException(e, $"Exception thrown inside NetMessageReceive({netMessageName})", LuaCsSetup.ExceptionType.CSharp);
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// TODO: make LuaCsNetworking hold a reference to LuaCsSetup instead of using this global
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GameMain.LuaCs.PrintError($"Exception thrown inside NetMessageReceive({netMessageName})", LuaCsMessageOrigin.Unknown);
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GameMain.LuaCs.HandleException(e, LuaCsMessageOrigin.Unknown);
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}
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}
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}
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@@ -120,7 +122,8 @@ namespace Barotrauma
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}
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catch (Exception e)
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{
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GameMain.LuaCs.HandleException(e, $"Exception thrown inside NetMessageReceive({netMessageName})", LuaCsSetup.ExceptionType.CSharp);
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GameMain.LuaCs.PrintError($"Exception thrown inside NetMessageReceive({netMessageName})", LuaCsMessageOrigin.Unknown);
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GameMain.LuaCs.HandleException(e, LuaCsMessageOrigin.Unknown);
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}
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}
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}
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