namespace Unity.UIWidgets.async { public partial class _async { internal static object _invokeErrorHandler( ZoneBinaryCallback errorHandler, object error, string stackTrace) { // Dynamic invocation because we don't know the actual type of the // first argument or the error object, but we should successfully call // the handler if they match up. // TODO(lrn): Should we? Why not the same below for the unary case? return errorHandler(error, stackTrace); } } }