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Merging the AsyncRequest logging fix.

/main/staging
nathaniel.buck@unity3d.com 2 年前
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c93aa1a3
共有 2 个文件被更改,包括 7 次插入5 次删除
  1. 8
      Assets/Scripts/Infrastructure/AsyncRequest.cs
  2. 4
      Assets/Scripts/Tests/PlayMode/LobbyRoundtripTests.cs

8
Assets/Scripts/Infrastructure/AsyncRequest.cs


catch (Exception e)
{
ParseServiceException(e);
Exception eFull = new Exception($"Call stack before async call:\n{currentTrace}\n", e); // TODO: Are we still missing Relay exceptions after the update?
throw eFull;
UnityEngine.Debug.LogError($"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 (Exception e)
{
ParseServiceException(e);
Exception eFull = new Exception($"Call stack before async call:\n{currentTrace}\n", e);
throw eFull;
UnityEngine.Debug.LogError($"AsyncRequest threw an exception. Call stack before async call:\n{currentTrace}\n");
throw;
}
finally
{ onComplete?.Invoke(result);

4
Assets/Scripts/Tests/PlayMode/LobbyRoundtripTests.cs


[UnityTest]
public IEnumerator OnCompletesOnFailure()
{
LogAssert.Expect(LogType.Exception, new Regex(".*400 Bad Request.*"));
if (!m_didSigninComplete)
yield return new WaitForSeconds(3);
if (!m_didSigninComplete)

LogAssert.ignoreFailingMessages = true; // Multiple errors will appears for the exception.
LobbyAPIInterface.CreateLobbyAsync("ThisStringIsInvalidHere", "lobby name", 123, false, m_mockUserData, (r) => { didComplete = (r == null); });
float timeout = 5;
while (didComplete == null && timeout > 0)

LogAssert.ignoreFailingMessages = false;
Assert.Greater(timeout, 0, "Timeout check");
Assert.NotNull(didComplete, "Should have called onComplete, even if the async request failed.");
Assert.True(didComplete, "The returned object will be null, so expect to need to handle it.");

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