added some more logging and exception handling to trace errors on linux
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@ -168,8 +168,10 @@ namespace ANX.Framework
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logger.Info("creating GameHost");
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logger.Info("creating GameHost");
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//TODO: error handling if creator is null
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IRenderSystemCreator creator = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>();
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this.host = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().CreateGameHost(this);
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if (creator != null)
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{
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this.host = creator.CreateGameHost(this);
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this.host.Activated += new EventHandler<EventArgs>(this.HostActivated);
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this.host.Activated += new EventHandler<EventArgs>(this.HostActivated);
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this.host.Deactivated += new EventHandler<EventArgs>(this.HostDeactivated);
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this.host.Deactivated += new EventHandler<EventArgs>(this.HostDeactivated);
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@ -177,6 +179,12 @@ namespace ANX.Framework
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this.host.Resume += new EventHandler<EventArgs>(this.HostResume);
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this.host.Resume += new EventHandler<EventArgs>(this.HostResume);
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this.host.Idle += new EventHandler<EventArgs>(this.HostIdle);
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this.host.Idle += new EventHandler<EventArgs>(this.HostIdle);
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this.host.Exiting += new EventHandler<EventArgs>(this.HostExiting);
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this.host.Exiting += new EventHandler<EventArgs>(this.HostExiting);
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}
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else
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{
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logger.Error("could not fetch RenderSystem creator to create a game host...");
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throw new NullReferenceException("could not fetch RenderSystem creator");
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}
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logger.Info("creating ContentManager");
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logger.Info("creating ContentManager");
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this.content = new ContentManager(this.gameServices);
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this.content = new ContentManager(this.gameServices);
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@ -224,7 +224,7 @@ namespace ANX.Framework.NonXNA
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return defaultCreators[type] as T;
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return defaultCreators[type] as T;
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}
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}
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return default(T);
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throw new AddInLoadingException(String.Format("couldn't find a DefaultCreator of type '{0}'", type.FullName));
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}
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}
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public void SetDefaultCreator<T>(T creator) where T : class, ICreator
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public void SetDefaultCreator<T>(T creator) where T : class, ICreator
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@ -34,6 +34,10 @@
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<PlatformTarget>x86</PlatformTarget>
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<PlatformTarget>x86</PlatformTarget>
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</PropertyGroup>
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</PropertyGroup>
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<ItemGroup>
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<ItemGroup>
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<Reference Include="NLog, Version=2.0.0.0, Culture=neutral, PublicKeyToken=5120e14c03d0593c, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>..\..\lib\NLog\NLog.dll</HintPath>
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</Reference>
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<Reference Include="OpenTK">
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<Reference Include="OpenTK">
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<HintPath>..\..\lib\OpenTK\OpenTK.dll</HintPath>
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<HintPath>..\..\lib\OpenTK\OpenTK.dll</HintPath>
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</Reference>
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</Reference>
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@ -6,6 +6,7 @@ using ANX.Framework.Graphics;
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using ANX.Framework.NonXNA;
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using ANX.Framework.NonXNA;
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using ANX.Framework.NonXNA.RenderSystem;
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using ANX.Framework.NonXNA.RenderSystem;
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using OpenTK;
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using OpenTK;
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using NLog;
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#region License
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#region License
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@ -61,6 +62,8 @@ namespace ANX.Framework.Windows.GL3
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/// </summary>
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/// </summary>
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public class Creator : IRenderSystemCreator
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public class Creator : IRenderSystemCreator
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{
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{
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private static Logger logger = LogManager.GetCurrentClassLogger();
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#region Public
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#region Public
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/// <summary>
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/// <summary>
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/// Name of the Creator implementation.
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/// Name of the Creator implementation.
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@ -101,6 +104,7 @@ namespace ANX.Framework.Windows.GL3
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#region CreateGameHost
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#region CreateGameHost
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public GameHost CreateGameHost(Game game)
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public GameHost CreateGameHost(Game game)
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{
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{
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logger.Info("creating OpenGL3 GameHost");
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return new WindowsGameHost(game);
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return new WindowsGameHost(game);
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}
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}
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#endregion
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#endregion
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@ -32,7 +32,7 @@ using System.Runtime.InteropServices;
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// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
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// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
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// übernehmen, indem Sie "*" eingeben:
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// übernehmen, indem Sie "*" eingeben:
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// [assembly: AssemblyVersion("1.0.*")]
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("0.5.4.0")]
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[assembly: AssemblyVersion("0.5.5.0")]
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[assembly: AssemblyFileVersion("0.5.4.0")]
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[assembly: AssemblyFileVersion("0.5.5.0")]
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[assembly: InternalsVisibleTo("ANX.Framework.ContentPipeline")]
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[assembly: InternalsVisibleTo("ANX.Framework.ContentPipeline")]
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@ -1,5 +1,6 @@
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using System;
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using System;
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using System.Windows.Forms;
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using System.Windows.Forms;
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using NLog;
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#region License
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#region License
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@ -53,6 +54,8 @@ namespace ANX.Framework.Windows.GL3
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{
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{
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public class WindowsGameHost : GameHost
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public class WindowsGameHost : GameHost
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{
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{
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private static Logger logger = LogManager.GetCurrentClassLogger();
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#region Private
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#region Private
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private Game game;
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private Game game;
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private WindowsGameWindow gameWindow;
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private WindowsGameWindow gameWindow;
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@ -75,7 +78,11 @@ namespace ANX.Framework.Windows.GL3
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{
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{
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isQuitting = false;
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isQuitting = false;
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game = setGame;
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game = setGame;
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logger.Info("creating a new GameWindow");
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gameWindow = new WindowsGameWindow();
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gameWindow = new WindowsGameWindow();
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logger.Info("hook up GameWindow events");
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gameWindow.Activated += delegate
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gameWindow.Activated += delegate
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{
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{
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OnActivated();
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OnActivated();
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@ -103,6 +103,10 @@
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<Project>{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}</Project>
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<Project>{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}</Project>
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<Name>ANX.InputSystem.OpenTK</Name>
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<Name>ANX.InputSystem.OpenTK</Name>
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</ProjectReference>
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</ProjectReference>
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<ProjectReference Include="..\..\InputSystems\ANX.InputSystem.Recording\ANX.InputSystem.Recording.csproj">
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<Project>{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}</Project>
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<Name>ANX.InputSystem.Recording</Name>
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</ProjectReference>
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<ProjectReference Include="..\..\InputSystems\ANX.InputSystem.Windows.Kinect\ANX.InputSystem.Windows.Kinect.csproj">
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<ProjectReference Include="..\..\InputSystems\ANX.InputSystem.Windows.Kinect\ANX.InputSystem.Windows.Kinect.csproj">
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<Project>{E5D69E75-D77C-493F-BBDA-6F9E73B82549}</Project>
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<Project>{E5D69E75-D77C-493F-BBDA-6F9E73B82549}</Project>
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<Name>ANX.InputSystem.Windows.Kinect</Name>
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<Name>ANX.InputSystem.Windows.Kinect</Name>
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