JoinLeaveSingularity: use Try, and nicer logging

This commit is contained in:
JohnCorby 2022-02-17 04:55:43 -08:00
parent 2c51ec4a36
commit 7207211454

View File

@ -25,16 +25,17 @@ namespace QSB.Player
return;
}
var go = new GameObject(nameof(JoinLeaveSingularity));
var go = new GameObject($"player {player.PlayerId} JoinLeaveSingularity");
var ct = go.GetCancellationTokenOnDestroy();
UniTask.Create(async () =>
{
DebugLog.DebugWrite($"WARP TASK {player.PlayerId}");
DebugLog.DebugWrite($"{go.name}: WARP TASK");
await Run(go.transform, player, joining, ct).SuppressCancellationThrow();
await go.name.Try("running warp task",
() => Run(go.transform, player, joining, ct));
Object.Destroy(go);
DebugLog.DebugWrite($"WARP TASK DONE {player.PlayerId}");
DebugLog.DebugWrite($"{go.name}: WARP TASK DONE");
});
}
@ -116,18 +117,18 @@ namespace QSB.Player
if (joining)
{
player.Body.SetActive(true);
DebugLog.DebugWrite($"WARP IN {player.PlayerId}");
DebugLog.DebugWrite($"{transform.name}: WARP IN");
effect.WarpObjectIn(0);
}
else
{
DebugLog.DebugWrite($"WARP OUT {player.PlayerId}");
DebugLog.DebugWrite($"{transform.name}: WARP OUT");
effect.WarpObjectOut(0);
}
effect.OnWarpComplete += () =>
{
DebugLog.DebugWrite($"WARP DONE {player.PlayerId}");
DebugLog.DebugWrite($"{transform.name}: WARP DONE");
if (!joining)
{