- moved all exception handling out of the backends

The main catch is now in D_DoomMain, only calling platform specific functions to handle the output for the error.

As a nice side effect, -norun can now be done without an exception, just by exiting D_DoomMain with a special exit code.
This commit is contained in:
Christoph Oelckers 2019-10-07 00:37:56 +02:00
commit 96006eb94f
11 changed files with 251 additions and 289 deletions

View file

@ -2326,6 +2326,11 @@ void I_FatalError(const char *error, ...)
std::terminate(); // recursive I_FatalErrors must immediately terminate.
}
static void NewFailure ()
{
I_FatalError ("Failed to allocate memory from system heap");
}
//==========================================================================
//
// I_Quit
@ -2348,7 +2353,7 @@ void I_Quit()
//
//==========================================================================
void D_DoomMain (void)
static void D_DoomMain_Internal (void)
{
int p;
const char *v;
@ -2357,6 +2362,8 @@ void D_DoomMain (void)
FString *args;
int argcount;
FIWadManager *iwad_man;
std::set_new_handler(NewFailure);
const char *batchout = Args->CheckValue("-errorlog");
C_InitConsole(80*8, 25*8, false);
@ -2739,7 +2746,7 @@ void D_DoomMain (void)
if (Args->CheckParm("-norun") || batchrun)
{
throw CNoRunExit();
return;
}
V_Init2();
@ -2830,6 +2837,25 @@ void D_DoomMain (void)
while (1);
}
int D_DoomMain()
{
int ret = 0;
try
{
D_DoomMain_Internal();
ret = 1337;
}
catch (std::exception &error)
{
I_ShowFatalError(error.what());
ret = -1;
}
// Unless something really bad happened, the game should only exit through this single point in the code.
// No more 'exit', please.
// Todo: Move all engine cleanup here instead of using exit handlers and replace the scattered 'exit' calls with a special exception.
return ret;
}
//==========================================================================
//
// clean up the resources