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As my projects gets bigger, it becomes hard to find the spot where a message reading operation fails. For debug purposes, it could be helpful to throw an exception so IDEs can help debugging the code.
I think a static bool in the Message class like throwReadException could enable debug builds to throw exceptions while leaving release builds untouched.
The text was updated successfully, but these errors were encountered:
I didn't do this because throwing an exception would be a serious and easily exploitable vulnerability that could allow someone to intentionally crash your server. Also, if you're using Unity the error log should contain the full stack trace, no?
However, you have a point that this could be made conditional for debugging purposes—although I'd recommend using conditional compilation (#if RIPTIDE_DEBUG or something) instead of a static property like you suggested.
That being said, I'm no longer actively working on Riptide so it would be up to you (or someone else) to implement it and make a PR.
As my projects gets bigger, it becomes hard to find the spot where a message reading operation fails. For debug purposes, it could be helpful to throw an exception so IDEs can help debugging the code.
I think a static
bool
in the Message class likethrowReadException
could enable debug builds to throw exceptions while leaving release builds untouched.The text was updated successfully, but these errors were encountered: