Syntax error exception handling
Is there any way to gracefully handle syntax errors within an angelscript? I know context->execute() returns a negative number on a syntax error, but I would like to be able to get a little more information, like at least a line number.
Is this possible?
You get syntax errors when compiling the scripts, not executing them.
Actually if context->Execute() returns negative it wasn't able to execute anything at all, for example if the previous Build() failed.
If you are really looking for information on syntax errors I suggest you use the output stream, ex:
If you are looking for information on runtime exceptions, then ctx->GetExceptionLineNumber(), ctx->GetExceptionFunction(), and ctx->GetExceptionString() will give you that info.
Was that what you were looking for?
Actually if context->Execute() returns negative it wasn't able to execute anything at all, for example if the previous Build() failed.
If you are really looking for information on syntax errors I suggest you use the output stream, ex:
class COutStream : public asIOutputStream{public: void Write(const char *text) { printf(text); }};COutStream out;engine->Build("module", &out);
If you are looking for information on runtime exceptions, then ctx->GetExceptionLineNumber(), ctx->GetExceptionFunction(), and ctx->GetExceptionString() will give you that info.
Was that what you were looking for?
AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement