fix(core): the game loop stops silently when a library hook throws
维护者通常 1 天内回复
还没有人认领这个 Issue。
评估
- 难度
- 3/5
- 预计耗时
- 1-2 天
- 新手友好度
- 72/100
- Issue 类型
- 缺陷
- 描述清晰度
- 描述清楚
- 活跃度
- 活跃
- 技术栈
- typescript
- 领域
- game-dev
调研方向
Start with packages/core/src/application/nanoforge-application.ts lines 95–121, where the async loop runs library hooks and schedules the next tick; inspect the existing stop and teardown paths there. Add coverage under packages/core/test for a throwing hook and for a throwing __clear; done means the loop reports the error, stops cleanly, continues teardown across failing clears, and notifies stop observers.
由索引模型根据 Issue 内容生成。
描述
Which package is this bug report for?
core
Issue description
loop is an async function scheduled with setTimeout. When a __events / __run hook rejects (for example a system throws inside ecs.runSystems), this.schedule(loop, …) is never reached and the rejection is unhandled. The game freezes with no error, no __clear, no viewport dispose and no onStop for observers such as the editor; on Bun the server process exits. The teardown branch also stops at the first __clear that throws.
Where:
Evidence:
for (const library of orderedForRun) await runHook(library, "__events");
...
for (const library of orderedForRun) await runHook(library, "__run");
...
this.schedule(loop, tickLengthMs + tickStart - Date.now());
Suggested fix: Wrap the tick body in try/catch: log the error, requestStop(), then run the normal teardown, isolating each __clear. Add a test with a throwing hook (packages/core/test has none).
Found during a code audit of main at be72076.
Code sample
No response
Versions
- Engine
mainat be72076 - pnpm 12.0.0, Node.js 26, Bun 1.3.14
Issue priority
High (immediate attention needed)
I have tested this issue on a development release
be72076
- 主要语言
- TypeScript
- 星标
- 7
- 派生
- 2
- 平均合并
- 1 天 17 小时
- 30 天内合并 PR
- 17
环境准备
- 没有 Dockerfile 或 Docker Compose 文件
- 有 Pull Request 模板
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