1
0
forked from 0ad/0ad
0ad/source/ps/Errors.h

111 lines
3.4 KiB
C++

/* Copyright (C) 2013 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_ERRORS
#define INCLUDED_ERRORS
/*
The overly-complex error system works as follows:
A source file (typically a .h) can declare errors as follows:
ERROR_GROUP(ModuleName);
ERROR_TYPE(ModuleName, FrobnificationFailed);
ERROR_SUBGROUP(ModuleName, ComponentName);
ERROR_TYPE(ModuleName_ComponentName, FileNotFound);
etc, to build up a hierarchy of error types.
Then you have to run the /build/errorlist/errorlist.pl script, to regenerate
the Errors.cpp file.
Then you can use the declared errors as an error code:
PSRETURN foo() { return PSRETURN_ModuleName_FrobnificationFailed; }
if (ret != PSRETURN_OK)
... // something failed
if (ret)
... // something failed
if (ret == PSRETURN_ModuleName_FrobnificationFailed)
... // particular error
if (ERROR_IS(ret, PSRETURN_ModuleName))
... // matches any type PSRETURN_ModuleName_* (and PSRETURN_ModuleName_*_* etc)
And you can use it as an exception:
void foo() { throw PSERROR_ModuleName_FrobnificationFailed(); }
void bar() { throw PSERROR_ModuleName_FrobnificationFailed("More informative message"); }
try {
foo();
} catch (PSERROR_ModuleName_FrobnificationFailed& e) {
// catches that particular error type
} catch (PSERROR_ModuleName& e) {
// catches anything in the hierarchy
} catch (PSERROR& e) {
std::cout << e.what();
}
plus a few extra things for converting between error codes and exceptions.
*/
#include <exception>
typedef u32 PSRETURN;
class PSERROR : public std::exception
{
public:
PSERROR(const char* msg);
virtual const char* what() const throw ();
virtual PSRETURN getCode() const = 0; // for functions that catch exceptions then return error codes
private:
const char* m_msg;
};
#define ERROR_GROUP(a) class PSERROR_##a : public PSERROR { protected: PSERROR_##a(const char* msg); }; \
extern const PSRETURN MASK__PSRETURN_##a; \
extern const PSRETURN CODE__PSRETURN_##a
#define ERROR_SUBGROUP(a,b) class PSERROR_##a##_##b : public PSERROR_##a { protected: PSERROR_##a##_##b(const char* msg); }; \
extern const PSRETURN MASK__PSRETURN_##a##_##b; \
extern const PSRETURN CODE__PSRETURN_##a##_##b
#define ERROR_TYPE(a,b) class PSERROR_##a##_##b : public PSERROR_##a { public: PSERROR_##a##_##b(); PSERROR_##a##_##b(const char* msg); PSRETURN getCode() const; }; \
extern const PSRETURN MASK__PSRETURN_##a##_##b; \
extern const PSRETURN CODE__PSRETURN_##a##_##b; \
extern const PSRETURN PSRETURN_##a##_##b
#define ERROR_IS(a, b) ( ((a) & MASK__PSRETURN_##b) == CODE__PSRETURN_##b )
const PSRETURN PSRETURN_OK = 0;
const PSRETURN MASK__PSRETURN_OK = 0xFFFFFFFF;
const PSRETURN CODE__PSRETURN_OK = 0;
const char* GetErrorString(PSRETURN code);
void ThrowError(PSRETURN code);
#endif