Increase log verbosity of refused event dispatch messages
Usually, when a modder has an error in their code, we will spam out a bunch of these errors because the mod state is broken.
However, if it were a true error, you would expect all of our dispatches to be guarded with something to the effect of if (!bus.isInErrorState()) { bus.dispatchEvent(...); } which is not the case.
Because of this, it's noise at best and should be warn at highest. Instead, I chose trace because it's TYPICALLY only of use to Neo devs, or more involved debugging from modders.
- [x] Publish PR to GitHub Packages
Last commit published: 27c07915ea548363f33619c6f53ecbe126807cb9.
PR Publishing
The artifacts published by this PR:
- :package:
net.neoforged.fancymodloader:earlydisplay:7.0.12-pr-274-feature-cleaner-dispatch-refusal - :package:
net.neoforged.fancymodloader:junit-fml:7.0.12-pr-274-feature-cleaner-dispatch-refusal - :package:
net.neoforged.fancymodloader:loader:7.0.12-pr-274-feature-cleaner-dispatch-refusal - :package:
net.neoforged.fancymodloader:tests:7.0.12-pr-274-feature-cleaner-dispatch-refusal
Repository Declaration
In order to use the artifacts published by the PR, add the following repository to your buildscript:
repositories {
maven {
name 'Maven for PR #274' // https://github.com/neoforged/FancyModLoader/pull/274
url 'https://prmaven.neoforged.net/FancyModLoader/pr274'
content {
includeModule('net.neoforged.fancymodloader', 'earlydisplay')
includeModule('net.neoforged.fancymodloader', 'junit-fml')
includeModule('net.neoforged.fancymodloader', 'loader')
includeModule('net.neoforged.fancymodloader', 'tests')
}
}
}
If possible I'd like to finish the early error screen before we do something like this 🤔 Although I am aware that saying "it'll be ready soon, I promise" isn't worth much. :-(
Not sure what this really achieves, the game will not load by that stage.
Nobody is going to enable trace logging, NeoForge developer or not. It's also not helpful that the log message is missing the event class in one of the cases.
if it were a true error, you would expect all of our dispatches to be guarded with something to the effect of if (!bus.isInErrorState()) { bus.dispatchEvent(...); } which is not the case.
What do you mean here?
Not sure what this really achieves, the game will not load by that stage.
well yeah, that is the point. the game will not load, and all this logging for logging's sake is not very helpful in 99.99% of use cases, when the real error that caused mod loading to fail just gets obscured by it.