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Remove a bunch of unnecessary try-catch blocks so the exception gets caught one higher up and gives better info.
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commit
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1 changed files with 75 additions and 131 deletions
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@ -157,8 +157,6 @@ namespace Penumbra.Game
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}
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private static GameObjectInfo HandleEquipment( FileType fileType, ObjectType objectType, GroupCollection groups )
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{
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try
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{
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var setId = ushort.Parse( groups[ "id" ].Value );
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if( fileType == FileType.Imc )
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@ -176,16 +174,8 @@ namespace Penumbra.Game
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var variant = byte.Parse( groups[ "variant" ].Value );
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return GameObjectInfo.Equipment( fileType, setId, gr, slot, variant );
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}
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catch( Exception e )
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{
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PluginLog.Error( $"Parsing game path failed:\n{e}" );
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return new GameObjectInfo { FileType = fileType, ObjectType = objectType };
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}
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}
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private static GameObjectInfo HandleWeapon( FileType fileType, ObjectType objectType, GroupCollection groups )
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{
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try
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{
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var weaponId = ushort.Parse( groups[ "weapon" ].Value );
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var setId = ushort.Parse( groups[ "id" ].Value );
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@ -197,16 +187,8 @@ namespace Penumbra.Game
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var variant = byte.Parse( groups[ "variant" ].Value );
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return GameObjectInfo.Weapon( fileType, setId, weaponId, variant );
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}
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catch( Exception e )
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{
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PluginLog.Error( $"Parsing game path failed:\n{e}" );
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return new GameObjectInfo { FileType = fileType, ObjectType = objectType };
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}
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}
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private static GameObjectInfo HandleMonster( FileType fileType, ObjectType objectType, GroupCollection groups )
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{
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try
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{
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var monsterId = ushort.Parse( groups[ "monster" ].Value );
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var bodyId = ushort.Parse( groups[ "id" ].Value );
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@ -218,16 +200,8 @@ namespace Penumbra.Game
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var variant = byte.Parse( groups[ "variant" ].Value );
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return GameObjectInfo.Monster( fileType, monsterId, bodyId, variant );
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}
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catch( Exception e )
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{
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PluginLog.Error( $"Parsing game path failed:\n{e}" );
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return new GameObjectInfo { FileType = fileType, ObjectType = objectType };
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}
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}
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private static GameObjectInfo HandleDemiHuman( FileType fileType, ObjectType objectType, GroupCollection groups )
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{
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try
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{
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var demiHumanId = ushort.Parse( groups[ "id" ].Value );
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var equipId = ushort.Parse( groups[ "equip" ].Value );
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@ -245,16 +219,8 @@ namespace Penumbra.Game
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var variant = byte.Parse( groups[ "variant" ].Value );
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return GameObjectInfo.DemiHuman( fileType, demiHumanId, equipId, slot, variant );
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}
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catch( Exception e )
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{
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PluginLog.Error( $"Parsing game path failed:\n{e}" );
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return new GameObjectInfo { FileType = fileType, ObjectType = objectType };
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}
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}
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private static GameObjectInfo HandleCustomization( FileType fileType, ObjectType objectType, GroupCollection groups )
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{
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try
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{
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if( groups[ "skin" ].Success )
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{
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@ -280,16 +246,8 @@ namespace Penumbra.Game
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return GameObjectInfo.Customization( fileType, type, id, gr, bodySlot );
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}
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catch( Exception e )
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{
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PluginLog.Error( $"Parsing game path failed:\n{e}" );
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return new GameObjectInfo { FileType = fileType, ObjectType = objectType };
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}
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}
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private static GameObjectInfo HandleIcon( FileType fileType, ObjectType objectType, GroupCollection groups )
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{
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try
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{
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var hq = groups[ "hq" ].Success;
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var id = uint.Parse( groups[ "id" ].Value );
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@ -308,16 +266,8 @@ namespace Penumbra.Game
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};
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return GameObjectInfo.Icon( fileType, id, hq, language );
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}
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catch( Exception e )
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{
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PluginLog.Error( $"Parsing game path failed:\n{e}" );
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return new GameObjectInfo { FileType = fileType, ObjectType = objectType };
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}
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}
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private static GameObjectInfo HandleMap( FileType fileType, ObjectType objectType, GroupCollection groups )
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{
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try
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{
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var map = Encoding.ASCII.GetBytes( groups[ "id" ].Value );
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var variant = byte.Parse( groups[ "variant" ].Value );
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@ -329,12 +279,6 @@ namespace Penumbra.Game
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return GameObjectInfo.Map( fileType, map[ 0 ], map[ 1 ], map[ 2 ], map[ 3 ], variant );
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}
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catch( Exception e )
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{
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PluginLog.Error( $"Parsing game path failed:\n{e}" );
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return new GameObjectInfo { FileType = fileType, ObjectType = objectType };
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}
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}
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public static GameObjectInfo GetFileInfo( GamePath path )
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{
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