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4.0.x + .NET (all versions until at least beta3 inclusive)
System information
any .NET-supporting (Windows e.g.)
Issue description
As of 4.0.x, the errors emitted by .NET runtime are wrapped with C++ exception and reported as such. Although the usual information from the C# exception is available, it's not directly visible, and the 1st-order culprit is always the Godot.NativeInterop.godot_bool Godot.Bridge.CSharpInstanceBridge.Call(IntPtr , Godot.NativeInterop.godot_string_name* , Godot.NativeInterop.godot_variant** , Int32 , Godot.NativeInterop.godot_variant_call_error* , Godot.NativeInterop.godot_variant* ): , which is completely redundant in the logs:
All the useful information is hidden under the tree:
Since this is a debugging message, it should be as clear and useful as possible. Current opening line hardly says anything, and since 99% of the runtime errors in case of a Godot app with C# scripting will be reported this way, In 3.5.x (and previous), this was a lot more sane:
, which could be expanded to
Basically, the expected fix would be to change the reported debugging error message from
If, for whatever reason, the current (4.0.x) behaviour would be considered useful (although I don't see how), there could be a config option to select the type of log message emitted.
Steps to reproduce
create any C# project with a runtime error,
run,
look at the error message
The text was updated successfully, but these errors were encountered:
Godot version
4.0.x + .NET (all versions until at least beta3 inclusive)
System information
any .NET-supporting (Windows e.g.)
Issue description
As of 4.0.x, the errors emitted by .NET runtime are wrapped with C++ exception and reported as such. Although the usual information from the C# exception is available, it's not directly visible, and the 1st-order culprit is always the
Godot.NativeInterop.godot_bool Godot.Bridge.CSharpInstanceBridge.Call(IntPtr , Godot.NativeInterop.godot_string_name* , Godot.NativeInterop.godot_variant** , Int32 , Godot.NativeInterop.godot_variant_call_error* , Godot.NativeInterop.godot_variant* ):
, which is completely redundant in the logs:All the useful information is hidden under the tree:
Since this is a debugging message, it should be as clear and useful as possible. Current opening line hardly says anything, and since 99% of the runtime errors in case of a Godot app with C# scripting will be reported this way, In 3.5.x (and previous), this was a lot more sane:
, which could be expanded to
Basically, the expected fix would be to change the reported debugging error message from
into e.g.
If, for whatever reason, the current (4.0.x) behaviour would be considered useful (although I don't see how), there could be a config option to select the type of log message emitted.
Steps to reproduce
The text was updated successfully, but these errors were encountered: