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add exception handling for some event delegates
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parent
805133c9fe
commit
652b357341
8 changed files with 166 additions and 100 deletions
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@ -466,14 +466,7 @@ namespace Dalamud.Game.Gui
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var itemId = (ulong)Marshal.ReadInt32(hoverState, 0x138);
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this.HoveredItem = itemId;
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try
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{
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this.HoveredItemChanged?.Invoke(this, itemId);
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}
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catch (Exception e)
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{
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Log.Error(e, "Could not dispatch HoveredItemChanged event.");
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}
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this.HoveredItemChanged?.Raise(this, itemId);
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Log.Verbose("HoverItemId:{0} this:{1}", itemId, hoverState.ToInt64().ToString("X"));
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}
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@ -515,14 +508,7 @@ namespace Dalamud.Game.Gui
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this.HoveredAction.ActionKind = actionKind;
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this.HoveredAction.BaseActionID = actionId;
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this.HoveredAction.ActionID = (uint)Marshal.ReadInt32(hoverState, 0x3C);
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try
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{
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this.HoveredActionChanged?.Invoke(this, this.HoveredAction);
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}
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catch (Exception e)
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{
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Log.Error(e, "Could not dispatch HoveredItemChanged event.");
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}
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this.HoveredActionChanged?.Raise(this, this.HoveredAction);
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Log.Verbose("HoverActionId: {0}/{1} this:{2}", actionKind, actionId, hoverState.ToInt64().ToString("X"));
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}
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@ -562,14 +548,7 @@ namespace Dalamud.Game.Gui
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// TODO(goat): We should read this from memory directly, instead of relying on catching every toggle.
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this.GameUiHidden = !this.GameUiHidden;
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try
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{
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this.UiHideToggled?.Invoke(this, this.GameUiHidden);
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}
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catch (Exception ex)
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{
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Log.Error(ex, "Error on OnUiHideToggled event dispatch");
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}
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this.UiHideToggled?.Raise(this, this.GameUiHidden);
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Log.Debug("UiHide toggled: {0}", this.GameUiHidden);
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