报错系统大升级,更不容易闪退并且不会把程序搞死
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@@ -47,7 +47,7 @@ local gc=love.graphics
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local gc_push,gc_pop=gc.push,gc.pop
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local gc_discard,gc_present=gc.discard,gc.present
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local gc_setColor,gc_draw,gc_rectangle=gc.setColor,gc.draw,gc.rectangle
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local gc_print,gc_printf=gc.print,gc.printf
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local gc_print=gc.print
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local setFont=setFont
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local int,rnd,abs=math.floor,math.random,math.abs
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@@ -350,87 +350,47 @@ function love.focus(f)
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pauseGame()
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end
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end
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function love.errorhandler(msg)
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ms.setVisible(true)
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love.audio.stop()
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local err={"Error:"..msg}
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local trace=debug.traceback("",2)
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local yield=coroutine.yield
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local function secondLoopThread()
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local mainLoop=love.run()
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repeat yield()until mainLoop()
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end
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function love.errorhandler(msg)
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--Generate error message
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local errData={}
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errData.mes={"Error:"..msg}
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local c=2
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for l in trace:gmatch("(.-)\n")do
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for l in debug.traceback("",2):gmatch("(.-)\n")do
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if c>2 then
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if not l:find("boot")then
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err[c]=l:gsub("^\t*","")
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errData.mes[c]=l:gsub("^\t*","")
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c=c+1
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end
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else
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err[2]="Traceback"
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errData.mes[2]="Traceback"
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c=3
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end
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end
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DBP(table.concat(err,"\n"),1,c-2)
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gc.reset()
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DBP(table.concat(errData.mes,"\n"),1,c-2)
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ins(ERRDATA,errData)
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local errScrShot
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gc.captureScreenshot(function(_)errScrShot=gc.newImage(_)end)
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--Get screencapture
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love.audio.stop()
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gc.reset()
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gc.captureScreenshot(function(_)errData.shot=gc.newImage(_)end)
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gc.present()
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SFX.fplay("error",SETTING and SETTING.voc*.8 or 0)
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local BGcolor=rnd()>.026 and{.3,.5,.9}or{.62,.3,.926}
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local needDraw=true
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local count=0
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local errorMsg=text and text.errorMsg or"An error has occurred during loading.\nError info has been created, and you can send it to the author."
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return function()
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love.event.pump()
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for E,a,b,k in love.event.poll()do
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if E=="quit"or a=="escape"then
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destroyPlayers()
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return 1
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elseif E=="resize"then
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love.resize(a,b)
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needDraw=true
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elseif E=="focus"then
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needDraw=true
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elseif E=="touchpressed"and b<26 or E=="mousepressed"and k==2 or E=="keypressed"and a=="z"then
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if count<3 then
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count=count+1
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SFX.play("ready",.5)
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else
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local code=loadstring(love.system.getClipboardText())
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if code then
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code()
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SFX.play("reach",.5)
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else
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SFX.play("finesseError",.5)
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end
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count=0
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end
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end
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--Create a new mainLoop thread to keep game alive
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local status,resume=coroutine.status,coroutine.resume
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local loopThread=coroutine.create(secondLoopThread)
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repeat
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local res,err=resume(loopThread)
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if not res then
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love.errorhandler(err)
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return
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end
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if needDraw then
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gc_discard()
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gc.clear(BGcolor)
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gc_setColor(1,1,1)
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gc_push("transform")
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gc.replaceTransform(xOy)
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gc_draw(errScrShot,100,365,nil,512/errScrShot:getWidth(),288/errScrShot:getHeight())
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setFont(100)gc_print(":(",100,40,0,1.2)
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setFont(40)gc_printf(errorMsg,100,200,SCR.w0-100)
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setFont(20)
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gc_print(SYSTEM.."-"..VERSION_NAME,100,660)
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gc_print("scene:"..SCN.cur,400,660)
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gc_printf(err[1],626,360,1260-626)
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gc_print("TRACEBACK",626,426)
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for i=4,#err-2 do
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gc_print(err[i],626,370+20*i)
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end
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gc_pop()
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gc_present()
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needDraw=false
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end
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love.timer.sleep(.26)
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end
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until status(loopThread)=="dead"
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end
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local WSnames={"app","user","chat","play","stream"}
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local WScolor={
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@@ -466,8 +426,9 @@ function love.run()
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love.resize(gc.getWidth(),gc.getHeight())
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--Scene Launch
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while #SCN.stack>0 do SCN.pop()end
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SCN.push("quit","slowFade")
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SCN.init("load")
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SCN.init(#ERRDATA==0 and"load"or"error")
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return function()
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local _
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