Add error handling

This commit is contained in:
Liam 2022-10-19 19:12:42 +01:00
parent e1a2d09ee6
commit 661fbce60c

@ -14,6 +14,8 @@ export default class Overlay extends Component {
super(props);
this.state = {
loading: true,
hasError: false,
loadingPlayerData: true,
isConnectedToSocket: false,
id: undefined,
@ -48,43 +50,17 @@ export default class Overlay extends Component {
this.setupTimer();
}
// I'd love if HTTP Status just gave this data lmao
// HttpSiraStatus(https://github.com/denpadokei/HttpSiraStatus) does give this data.
isCurrentSongTimeProvided = false;
// we don't need to reset this to false because it is highly unlikely for a player to swap mods within a browser session
/**
* Setup the timer for the song time
*/
setupTimer() {
setInterval(() => {
if (this.isCurrentSongTimeProvided) {
return;
}
if (!this.state.paused && this.state.beatSaverData !== undefined) {
this.setState({ currentSongTime: this.state.currentSongTime + 1 });
}
}, 1000);
}
/**
* Update the current song time
*
* @param {[]} data The song data
*/
handleCurrentSongTime(data) {
try {
const time = data.status.performance.currentSongTime;
if (time !== undefined && time != null) {
this.isCurrentSongTimeProvided = true;
this.setState({ currentSongTime: time });
}
} catch (e) {
// do nothing
}
}
async componentDidMount() {
if (this.state.hasError) {
// Reload the page if there has been an error
return Router.reload(window.location.pathname);
}
if (this.state.loading === false) {
// Just in-case the component decides to reload
return;
}
console.log("Initializing...");
this.#_beatSaverURL =
document.location.origin + "/api/beatsaver/map?hash=%s";
@ -141,6 +117,50 @@ export default class Overlay extends Component {
this.setState({ loading: false });
}
static getDerivedStateFromError(error) {
return { hasError: true };
}
componentDidCatch(error, errorInfo) {
console.log({ error, errorInfo });
}
// I'd love if HTTP Status just gave this data lmao
// HttpSiraStatus(https://github.com/denpadokei/HttpSiraStatus) does give this data.
isCurrentSongTimeProvided = false;
// we don't need to reset this to false because it is highly unlikely for a player to swap mods within a browser session
/**
* Setup the timer for the song time
*/
setupTimer() {
setInterval(() => {
if (this.isCurrentSongTimeProvided) {
return;
}
if (!this.state.paused && this.state.beatSaverData !== undefined) {
this.setState({ currentSongTime: this.state.currentSongTime + 1 });
}
}, 1000);
}
/**
* Update the current song time
*
* @param {[]} data The song data
*/
handleCurrentSongTime(data) {
try {
const time = data.status.performance.currentSongTime;
if (time !== undefined && time != null) {
this.isCurrentSongTimeProvided = true;
this.setState({ currentSongTime: time });
}
} catch (e) {
// do nothing
}
}
/**
* Fetch and update the data from the respective platform
*
@ -369,7 +389,7 @@ export default class Overlay extends Component {
websiteType,
showPlayerStats,
loadingPlayerData,
id
id,
} = this.state;
if (this.state.textColor !== undefined) {