refactor(app): harden shutdown per final review
Addresses final code review of phase-1 branch (Important I-1, I-3): - Move plugin Enable() loop inside the same try block as GameWindow.Run, and wrap each Enable() in per-plugin try/catch mirroring the Disable loop. Previously, a plugin Enable() throwing would skip the finally block entirely: plugins that had already enabled would never get disabled, Serilog would never flush, and the exception would escape ungracefully. Now Enable failures are logged and contained, and shutdown always runs. - Add a comment at the Get<LandBlock> call in GameWindow.OnLoad explaining why TryGet was avoided (the [MaybeNullWhen(false)] nullable-generic analysis trips TreatWarningsAsErrors). I-2 (camera aspect doesn't update on window resize) deferred to Phase 2. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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2 changed files with 10 additions and 4 deletions
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@ -40,11 +40,14 @@ foreach (var result in PluginDiscovery.Scan(pluginsDir))
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Log.Information("loaded plugin {Id} ({DisplayName})", result.Manifest!.Id, result.Manifest.DisplayName);
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}
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foreach (var plugin in loaded)
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plugin.Plugin!.Enable();
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try
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{
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foreach (var plugin in loaded)
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{
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try { plugin.Plugin!.Enable(); }
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catch (Exception ex) { Log.Error(ex, "plugin enable failed: {Id}", plugin.Manifest.Id); }
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}
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using var window = new GameWindow(datDir);
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window.Run();
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}
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@ -91,7 +91,10 @@ public sealed class GameWindow : IDisposable
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_dats = new DatCollection(_datDir, DatAccessType.Read);
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// Find ANY landblock ending in 0xFFFF. Holtburg 0xA9B4FFFF is a
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// good default; fall back to the first one we find.
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// good default; fall back to the first one we find. Using Get<T>
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// (returns null on miss) rather than TryGet to sidestep
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// [MaybeNullWhen(false)] nullable-generic analysis under
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// TreatWarningsAsErrors.
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uint landblockId = 0xA9B4FFFFu;
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var block = _dats.Get<LandBlock>(landblockId);
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if (block is null)
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