make (some) RALint errors nonfatal
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@@ -81,6 +81,9 @@ namespace OpenRA
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ModAssemblies = asms.ToArray();
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}
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public static Action<string> MissingTypeAction =
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s => { throw new InvalidOperationException("Cannot locate type: {0}".F(s)); };
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public static T CreateObject<T>(string classname)
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{
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foreach (var mod in ModAssemblies)
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@@ -91,7 +94,8 @@ namespace OpenRA
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return (T)obj;
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}
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throw new InvalidOperationException("Cannot locate type: {0}".F(classname));
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MissingTypeAction(classname);
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return default(T);
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}
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public static Dictionary<string, MapStub> AvailableMaps;
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@@ -15,6 +15,7 @@ using System.Reflection;
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using OpenRA;
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using OpenRA.GameRules;
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using OpenRA.Traits;
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using OpenRA.FileFormats;
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namespace RALint
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{
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@@ -32,6 +33,10 @@ namespace RALint
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static int Main(string[] args)
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{
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// bind some nonfatal error handling into FieldLoader, so we don't just *explode*.
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Game.MissingTypeAction = s => EmitError("Missing Type: {0}".F(s));
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FieldLoader.UnknownFieldAction = (s, f) => EmitError("FieldLoader: Missing field `{0}` on `{1}`".F(s, f.Name));
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Game.InitializeEngineWithMods(args);
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// all the @something names which actually EXIST.
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