Follow-up to #3860 - better fix
See original GitHub issue#3860 fixes an issue where in some circumstances a NaN
value gets mixed into some rendering. At first it seemed to be a sequence issue about a player’s respawn location not having been set right before re-entering the player after death, causing a different player to fail trying to draw the player that doesn’t have a valid location yet. Something like that, see the other issue for details, near midnight here and running on empty 😃
We’re applying a temporary fix to catch and deal with the NaN
but that doesn’t feel right, like outlined in the PR. Need to revisit - making this issue as a reminder.
Issue Analytics
- State:
- Created 3 years ago
- Comments:5 (5 by maintainers)
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I wasn’t sure, so I just did a quick search on whether setting up
try/catch
adds any overhead for the calls that don’t generate exceptions. It looks like there’s general agreement that using try/catch does not add overhead.In that case, given how rarely this happens (measured as percentage-of-method-calls, not percentage-of-multiplayer-games) and that it really is an exceptional case, I think try/catch would serve us much better here than checking up front.
Now exactly where to catch it or what to do about it when it’s caught I don’t know.
Related to #3984