Flush logs when crashing.

When the process is running, we use a finally block to call Log.Dispose and flush any outstanding logs to disk before the process exits. This works when we handle any exception in a matching catch block.

When the exception is unhandled, then the finally block will not run and instead the process will just exit. To fix this, flush the logs inside a catch block instead before rethrowing the error. This ensures we get logs even when crashing.
This commit is contained in:
RoosterDragon
2024-08-03 11:18:46 +01:00
committed by Gustas
parent 8a56e14d7a
commit 323204014c
4 changed files with 39 additions and 9 deletions

View File

@@ -20,25 +20,39 @@ namespace OpenRA.Launcher
[STAThread]
static int Main(string[] args)
{
try
if (Debugger.IsAttached || args.Contains("--just-die"))
{
if (Debugger.IsAttached || args.Contains("--just-die"))
return (int)Game.InitializeAndRun(args);
AppDomain.CurrentDomain.UnhandledException += (_, e) => ExceptionHandler.HandleFatalError((Exception)e.ExceptionObject);
try
{
return (int)Game.InitializeAndRun(args);
}
catch (Exception e)
catch
{
ExceptionHandler.HandleFatalError(e);
return (int)RunStatus.Error;
// Flush logs before rethrowing, i.e. allowing the exception to go unhandled.
// try-finally won't work - an unhandled exception kills our process without running the finally block!
Log.Dispose();
throw;
}
finally
{
Log.Dispose();
}
}
AppDomain.CurrentDomain.UnhandledException += (_, e) => ExceptionHandler.HandleFatalError((Exception)e.ExceptionObject);
try
{
return (int)Game.InitializeAndRun(args);
}
catch (Exception e)
{
ExceptionHandler.HandleFatalError(e);
return (int)RunStatus.Error;
}
finally
{
// Flushing logs in finally block is okay here, as the catch block handles the exception.
Log.Dispose();
}
}