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48 行
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using System;
using System.Threading.Tasks;
namespace LobbyRelaySample
{
/// <summary>
/// Both Lobby and Relay have need for asynchronous requests with some basic safety wrappers. This is a shared place for that.
/// This will also permit parsing incoming exceptions for any service-specific errors that should be displayed to the player.
/// </summary>
public abstract class AsyncRequest
{
public async void DoRequest(Task task, Action onComplete)
{
string currentTrace = System.Environment.StackTrace; // For debugging. If we don't get the calling context here, it's lost once the async operation begins.
try
{ await task;
}
catch (Exception e)
{
ParseServiceException(e);
UnityEngine.Debug.LogError($"AsyncRequest threw an exception. Call stack before async call:\n{currentTrace}\n"); // Note that we log here instead of creating a new Exception in case of a change in calling context during the async call. E.g. Relay has its own exception handling that would intercept this call stack.
throw;
}
finally
{ onComplete?.Invoke();
}
}
public async void DoRequest<T>(Task<T> task, Action<T> onComplete)
{
T result = default;
string currentTrace = System.Environment.StackTrace;
try
{ result = await task;
}
catch (Exception e)
{
ParseServiceException(e);
UnityEngine.Debug.LogError($"AsyncRequest threw an exception. Call stack before async call:\n{currentTrace}\n");
throw;
}
finally
{ onComplete?.Invoke(result);
}
}
protected abstract void ParseServiceException(Exception e);
}
}