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On 01/11/2014 11.39, Lorenzo Donati wrote:
I think this is a bad idea in itself. any message generated by the engine itself should be considered part of the implementation, not to be shown to a user.I strongly agree!
I think most of us agree on that. What I would like to have is a way to identify an error made by an user within a Lua-base domain-specific language, so that I could show an appropriate message (where "appropriate" could mean application-related, simplified and/or translated).
Currently the information available from pcall() and (indirectly) from xpcall() is the default "error object", which is a string. File name and line number are easily parsed from that string, error type and parameters are not.
Maybe I am just missing something obvious. How do Lua-scriptable games handle error feedback in user scripts?
-- Enrico