fix(core): the game loop stops silently when a library hook throws

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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

bug packages:core
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 main at 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

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