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Release 0.9.2 #17

Merged
merged 1 commit into from
Oct 25, 2024
Merged

Release 0.9.2 #17

merged 1 commit into from
Oct 25, 2024

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@CoderGamester CoderGamester commented Oct 25, 2024

  • Changed the try/catch exceptions to Debug.LogException with a Debug.LogError, to properly show the issues in the Unity console

Summary by CodeRabbit

  • Bug Fix: Improved exception handling in the codebase by replacing try/catch blocks with Debug.LogException and Debug.LogError for better error visibility in the Unity console.
  • Style: Enhanced code formatting by adding spaces around comparison operators in for loops.
  • Chore: Added conditional message for logging exceptions in Unity Editor or Debug mode.

Summary by CodeRabbit

Release Notes for Version 0.9.2

  • New Features

    • Enhanced error logging for state transitions and activities, improving debugging capabilities.
  • Bug Fixes

    • Updated exception handling to provide clearer error messages and stack traces in debug builds.
  • Documentation

    • Changelog updated to reflect changes made in version 0.9.2, including previous version highlights.
  • Chores

    • Incremented package version to 0.9.2 and updated Unity version requirement to 2022.4.

….LogError, to properly show the issues in the Unity console
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coderabbitai bot commented Oct 25, 2024

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📝 Walkthrough

Walkthrough

The changes in this pull request involve updates to the error handling mechanisms across several classes in the state management system, enhancing logging capabilities instead of throwing exceptions. The CHANGELOG.md has been updated to reflect these changes, including a new version entry for 0.9.2, which also updates the Unity version requirement in package.json. The modifications aim to improve the clarity of error reporting and maintainability of the code without altering the core functionality.

Changes

File Path Change Summary
CHANGELOG.md Added version entry for 0.9.2 (2024-10-25) detailing error handling improvements using Debug.LogException and Debug.LogError. Previous version entries remain unchanged.
Runtime/Internal/StateInternal.cs Modified error handling in TriggerEnter, TriggerExit, and TriggerTransition methods to use logging instead of throwing exceptions, including conditional stack trace logging for debug builds.
Runtime/Internal/TaskWaitState.cs Updated error handling in InnerTaskAwait method to log errors using Debug.LogError and Debug.LogException, enhancing clarity of error reporting with conditional stack trace logging in debug builds.
Runtime/Internal/WaitState.cs Improved formatting and error handling in WaitState class, particularly in InnerWait method, with detailed error messages and conditional stack trace logging for better clarity.
package.json Incremented version from 0.9.1 to 0.9.2 and updated Unity version requirement from 2021.4 to 2022.4.

Sequence Diagram(s)

sequenceDiagram
    participant User
    participant StateInternal
    participant TaskWaitState
    participant WaitState

    User->>StateInternal: TriggerEnter()
    StateInternal->>StateInternal: Log Error
    StateInternal->>User: Return

    User->>TaskWaitState: InnerTaskAwait()
    TaskWaitState->>TaskWaitState: Log Error
    TaskWaitState->>User: Return

    User->>WaitState: InnerWait()
    WaitState->>WaitState: Log Error
    WaitState->>User: Return
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🐰 In the land of states, where errors might creep,
I log them with care, so my code can still leap.
With each little fix, my heart starts to race,
For clarity reigns in this stateful space!
Debugging is easier, with logs to unfold,
In the world of code, new stories are told! 🌟


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github-actions bot commented Oct 25, 2024

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Walkthrough

The changes made to the codebase involve updating exception handling by replacing try/catch blocks with Debug.LogException and Debug.LogError for better error visibility in the Unity console. The code formatting has been improved by adding spaces around comparison operators in for loops. Additionally, a conditional message is added for logging exceptions in the Unity Editor or Debug mode. The overall logic and functionality of the code remain unchanged.

Changes

File Summary
CHANGELOG.md Updated exception handling and improved code formatting.
Runtime/Internal/StateInternal.cs
Runtime/Internal/TaskWaitState.cs
Runtime/Internal/WaitState.cs
Updated exception handling, improved code formatting, and added conditional message for logging exceptions.

"Code improved, errors shine bright,
With logs in sight, we find our might.
Bugs beware, we'll squash you tight,
Unity's glory, now shines so bright!" 🐇✨


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Commits Files that changed from the base of the PR and between e33efe1 and 02f93c4 commits.
Files selected (4)
  • CHANGELOG.md (1)
  • Runtime/Internal/StateInternal.cs (3)
  • Runtime/Internal/TaskWaitState.cs (1)
  • Runtime/Internal/WaitState.cs (5)
Files ignored due to filter (1)
  • package.json
Files skipped from review due to trivial changes (1)
  • Runtime/Internal/WaitState.cs
Review comments generated (4)
  • Review: 4
  • LGTM: 0

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Comment on lines +167 to +174
var finalMessage = "";
#if UNITY_EDITOR || DEBUG
finalMessage = $"\nStackTrace log of '{state.Name}' state creation bellow.\n{CreationStackTrace}";
#endif

Debug.LogError($"Exception in the state '{state.Name}', OnExit() actions.\n" +
$"-->> Check the exception log after this one for more details <<-- {finalMessage}");
Debug.LogException(e);

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Image description CodeRabbit

The try/catch block has been modified to log the exception using Debug.LogError and Debug.LogException. The code also includes a conditional message for logging exceptions in the Unity Editor or Debug mode. This change improves error visibility in the Unity console.

However, there are a few suggestions to consider:

  1. Line 168: The variable finalMessage is initialized as an empty string and then assigned a value based on the condition UNITY_EDITOR || DEBUG. Instead of initializing it as an empty string, you can directly assign the value inside the condition. This will eliminate the need for an extra line of code.

  2. Line 170: The comment mentions "StackTrace log of '{state.Name}' state creation below," but the code actually logs the CreationStackTrace instead of the state name. Consider updating the comment to accurately reflect the logged information.

  3. Line 172: The error message includes the text "-->> Check the exception log after this one for more details <<--". It's unclear what "exception log" refers to. Consider providing more specific instructions or clarifying the intended behavior.

  4. Line 173: The error message includes the state name, but it's not clear why the state name is relevant in the context of the exception. Consider removing the state name from the error message unless it provides valuable information for debugging.

  5. Line 174: The Debug.LogException(e) statement logs the exception object. It's important to note that logging the entire exception object may expose sensitive information in a production environment. Ensure that the exception object does not contain any sensitive data before logging it.

Comment on lines +190 to +197
var finalMessage = "";
#if UNITY_EDITOR || DEBUG
finalMessage = $"\nStackTrace log of '{Name}' state creation bellow.\n{CreationStackTrace}";
#endif

Debug.LogError($"Exception in the state '{Name}', OnExit() actions.\n" +
$"-->> Check the exception log after this one for more details <<-- {finalMessage}");
Debug.LogException(e);

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Similar changes have been made to another catch block in the same file. The suggestions mentioned above apply to this section as well.

Comment on lines +216 to +223
var finalMessage = "";
#if UNITY_EDITOR || DEBUG
finalMessage = $"\nStackTrace log of this transition creation bellow.\n{transition.CreationStackTrace}";
#endif

Debug.LogError($"Exception in the transition '{Name}' -> '{transition.TargetState?.Name}'" +
$"-->> Check the exception log after this one for more details <<-- {finalMessage}");
Debug.LogException(e);

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Image description CodeRabbit

Another catch block has been modified to log the exception using Debug.LogError and Debug.LogException. The code includes a conditional message for logging exceptions in the Unity Editor or Debug mode. The suggestions mentioned above also apply to this section.

Overall, the changes improve error visibility in the Unity console. However, it's important to review the error messages and ensure they provide clear and relevant information for debugging purposes. Additionally, be cautious about logging sensitive information in the exception object.

Comment on lines +146 to +154
var finalMessage = "";
#if UNITY_EDITOR || DEBUG
finalMessage = $"\nStackTrace log of '{Name}' state creation bellow.\n{CreationStackTrace}";
#endif

Debug.LogError($"Exception in the state '{Name}', when calling the task wait action" +
$"'{_taskAwaitAction.Target}.{_taskAwaitAction.Method.Name}()'.\n" +
$"-->> Check the exception log after this one for more details <<-- {finalMessage}");
Debug.LogException(e);

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The exception handling in this code has been modified. Instead of throwing a new exception with a detailed message and stack trace, the code now logs an error message using Debug.LogError and logs the exception itself using Debug.LogException. Additionally, a conditional message is added to include the creation stack trace when running in the Unity Editor or Debug mode.

While the change improves error visibility in the Unity console, it removes the ability to catch and handle the exception at a higher level. This may limit the flexibility of error handling and make it harder to debug issues that occur during the task wait action.

Consider the following suggestions:

  1. If catching and handling the exception at a higher level is necessary, you can revert the changes and keep the original code that throws a new exception with a detailed message and stack trace. This allows for more flexibility in error handling.

  2. If logging the exception and its stack trace is sufficient for debugging purposes, you can keep the current implementation. However, it would be beneficial to include the exception type in the log message to provide more context about the error. For example:

Debug.LogError($"Exception of type {e.GetType()} occurred in the state '{Name}', when calling the task wait action " +
    $"'{_taskAwaitAction.Target}.{_taskAwaitAction.Method.Name}()'.\n" +
    $"-->> Check the exception log after this one for more details <<-- {finalMessage}");
  1. If you want to strike a balance between logging the exception and allowing for higher-level error handling, you can modify the code to rethrow the exception after logging it. This way, the exception will still propagate up the call stack, but you'll have a record of it in the log. Here's an example:
Debug.LogError($"Exception in the state '{Name}', when calling the task wait action " +
    $"'{_taskAwaitAction.Target}.{_taskAwaitAction.Method.Name}()'.\n" +
    $"-->> Check the exception log after this one for more details <<-- {finalMessage}");
Debug.LogException(e);
throw;

Choose the approach that best suits your error handling and debugging requirements.

@CoderGamester CoderGamester merged commit 7995e0b into master Oct 25, 2024
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