ExceptioneFull=newException($"Call stack before async call:\n{currentTrace}\n",e);// TODO: Are we still missing Relay exceptions after the update?
throweFull;
UnityEngine.Debug.LogError($"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();
catch(Exceptione)
{
ParseServiceException(e);
ExceptioneFull=newException($"Call stack before async call:\n{currentTrace}\n",e);
throweFull;
UnityEngine.Debug.LogError($"AsyncRequest threw an exception. Call stack before async call:\n{currentTrace}\n");
/// An abstraction layer between the direct calls into the Lobby API and the outcomes you actually want. E.g. you can request to get a readable list of
/// An abstraction layer between the direct calls into the Lobby API and the outcomes you actually want. E.g. you can request to get a readable list of
/// current lobbies and not need to make the query call directly.
// Special case: We want to be able to filter on our color data, so we need to supply an arbitrary index to retrieve later. Uses N# for numerics, instead of S# for strings.
dataCurr[dataNew.Key]=dataObj;
else
dataCurr.Add(dataNew.Key,dataObj);
//Special Use: Get the state of the Local lobby so we can lock it from appearing in queries if it's not in the "Lobby" State