Hi Lars,
Here we use the uncaught exception handler for this but it Is not deployed on a very wide spread products.
Nesting entry points in try catch blocks shouldn't suck too much perf either...
Real problem is that some targets won t give you callstacks...
Good luck.
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Uncaught exception handler is an event listener, it is a flash feature and we tried to have the same use pattern as flash in ofl native.
If it is not sufficient I ll give you a snippet Monday. We use it to intercept and pop a form in twinoid app.
If it does not suffice, You will have to resort to more aggressive stack and exception interception using native code.
As for readable call stack for example the flash player used to not give one in release build but I believe there are now a trigger to have some.
If I were you, I would add a save/replay system to your game, try catch the update/uncaught error listener, do everything on update (no out of frame async) and just send myself a replay/save with the dump, for your game scale it will be an awesomely more easy solution I dare think. :)
Uncatchable bugs are C bugs but they are rare enough...
If you want a more detailed approach, ping me out of the list.
Xoxo
Ok digg it...wow nobody can find it on its own...
flash.Lib.current.loaderInfo.uncaughtErrorEvents.addEventListener( flash.events.UncaughtErrorEvent.UNCAUGHT_ERROR, onErrorEvent );
Don t spend too much time on native crash dump, from experience tracking call stack hex address in disassembled asm is barely useful ( or you will wish so...) and
Don't forget to retrieve user device hardware info (Motorola square screen you know...).
Good luck pal !
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Capabilities + gl.getParameter + gl.getExtensions + some native ones like android build.
Maybe you should write a blog post on all that.. I ll accept cookies and beta code as payment :D
Xoxo
Ps: ship us a nice one !
Pps: did I mention beta code !)
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Nice :)