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Cities Skylines mod
using prefix to replace actual mathod is not ideal. I understand transpilers can be time consuming but did you know harmony finalizers can catch exceptions?
https://harmony.pardeike.net/articles/patching-finalizer.html
if sub to LoadingManager
events like m_levelPreloaded
or m_simulationDataReady
, and method throws an exception, bad things happens:
1- exception messsage is never printed.
2- game load takes forever (never loads).
have you considered to catch those exceptions too? obviously you cannot show an ingame panel but at least you can put it int the log.
if you like you can also patch LSM to put on screen messsage.
when I forward an exception in my mod, it will not show the details of the errors on the error dialog properly.
it would be nice if you could patch the code to print all details not only for your exception types but all exception types.
Is there any way to get more info on this error? Doesn't seem to cause any issues, but I'm just curious what triggers it.
System.TypeInitializationException: An exception was thrown by the type initializer for Mono.CSharp.CSharpCodeCompiler ---> System.IO.FileNotFoundException: Windows mono path not found: C:\Program Files (x86)\Steam\steamapps\mono\mono\mini\mono.exe
at Mono.CSharp.CSharpCodeCompiler..cctor () [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at Microsoft.CSharp.CSharpCodeProvider.CreateCompiler () [0x00000] in <filename unknown>:0
at System.Xml.Serialization.XmlSerializer.GenerateSerializers (System.Xml.Serialization.GenerationBatch batch, System.CodeDom.Compiler.CompilerParameters cp) [0x00000] in <filename unknown>:0
at System.Xml.Serialization.XmlSerializer.RunSerializerGeneration (System.Object obj) [0x00000] in <filename unknown>:0
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