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Chapter 1.11: Error Handling

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The Fundamental Rule: No try/catch

Enforce Script has no exception handling. Non c'e' try, no catch, no throw, no finally. If something goes wrong at runtime (null dereference, invalid cast, array out of bounds), the engine either:

  1. Crashes silently — the function stops executing, no error message
  2. Logs a script error — visible in the .RPT log file
  3. Crashes the server/client — in severe cases

Questo significa every potential failure point must be guarded manually. The principale defense is the clausola di guardia pattern.


Guard Clause Pattern

A clausola di guardia checks a precondition at the top of a function and returns early if it fails. This keeps the "happy path" un-nested and readable.

Single Guard

c
void TeleportPlayer(PlayerBase player, vector destination)
{
    if (!player)
        return;

    player.SetPosition(destination);
}

Multiple Guards (Stacked)

Stack guards at the top of the function — each checks one precondition:

c
void GiveItemToPlayer(PlayerBase player, string className, int quantity)
{
    // Guard 1: player exists
    if (!player)
        return;

    // Guard 2: player is alive
    if (!player.IsAlive())
        return;

    // Guard 3: valid class name
    if (className == "")
        return;

    // Guard 4: valid quantity
    if (quantity <= 0)
        return;

    // All preconditions met — safe to proceed
    for (int i = 0; i < quantity; i++)
    {
        player.GetInventory().CreateInInventory(className);
    }
}

Guard With Logging

In production code, always log why a guard triggered — silent failures are hard to debug:

c
void StartMission(PlayerBase initiator, string missionId)
{
    if (!initiator)
    {
        Print("[Missions] ERROR: StartMission called with null initiator");
        return;
    }

    if (missionId == "")
    {
        Print("[Missions] ERROR: StartMission called with empty missionId");
        return;
    }

    if (!initiator.IsAlive())
    {
        Print("[Missions] WARN: Player " + initiator.GetIdentity().GetName() + " is dead, cannot start mission");
        return;
    }

    // Proceed with mission start
    Print("[Missions] Starting mission " + missionId);
    // ...
}

Null Checking

Null references are the most common crash source in DayZ modding. Every tipo riferimento can be null.

Before Every Operazione

c
// WRONG — crashes if player, identity, or name is null at any point
string name = player.GetIdentity().GetName();

// CORRECT — check at each step
if (!player)
    return;

PlayerIdentity identity = player.GetIdentity();
if (!identity)
    return;

string name = identity.GetName();

Chained Null Checks

When you need to traverse a chain of references, check each link:

c
void PrintHandItemName(PlayerBase player)
{
    if (!player)
        return;

    HumanInventory inv = player.GetHumanInventory();
    if (!inv)
        return;

    EntityAI handItem = inv.GetEntityInHands();
    if (!handItem)
        return;

    Print("Player is holding: " + handItem.GetType());
}

The notnull Keyword

notnull is a parameter modifier that makes the compiler reject null arguments at the call site:

c
void ProcessItem(notnull EntityAI item)
{
    // Compiler guarantees item is not null
    // No null check needed inside the function
    Print(item.GetType());
}

// Usage:
EntityAI item = GetSomeItem();
if (item)
{
    ProcessItem(item);  // OK — compiler knows item is not null here
}
ProcessItem(null);      // Compile error!

Limitazione: notnull only catches literal null and obviously-null variables at the call site. It does not prevent a variable that was non-null at check time from becoming null due to engine deletion.


ErrorEx — Engine Error Reporting

ErrorEx writes an error message to the script log (.RPT file). It does not stop execution or throw an exception.

c
ErrorEx("Something went wrong");

Severity Levels

ErrorEx accepts an opzionale second parameter of type ErrorExSeverity:

c
// INFO — informational, not an error
ErrorEx("Config loaded successfully", ErrorExSeverity.INFO);

// WARNING — potential problem, execution continues
ErrorEx("Config file not found, using defaults", ErrorExSeverity.WARNING);

// ERROR — definite problem (default severity if omitted)
ErrorEx("Failed to create object: class not found");
ErrorEx("Critical failure in RPC handler", ErrorExSeverity.ERROR);
SeverityQuando usare
ErrorExSeverity.INFOInformational messages you want in the error log
ErrorExSeverity.WARNINGRecoverable problems (missing config, fallback used)
ErrorExSeverity.ERRORDefinite bugs or unrecoverable states

Quando Usare Each Level

c
void LoadConfig(string path)
{
    if (!FileExist(path))
    {
        // WARNING — recoverable, we'll use defaults
        ErrorEx("Config not found at " + path + ", using defaults", ErrorExSeverity.WARNING);
        UseDefaultConfig();
        return;
    }

    MyConfig cfg = new MyConfig();
    JsonFileLoader<MyConfig>.JsonLoadFile(path, cfg);

    if (cfg.Version < EXPECTED_VERSION)
    {
        // INFO — not a problem, just noteworthy
        ErrorEx("Config version " + cfg.Version.ToString() + " is older than expected", ErrorExSeverity.INFO);
    }

    if (!cfg.Validate())
    {
        // ERROR — bad data that will cause problems
        ErrorEx("Config validation failed for " + path);
        UseDefaultConfig();
        return;
    }
}

DumpStackString — Stack Traces

DumpStackString captures the current call stack as a string. Questo e' crucial for diagnosing where an unexpected state occurred:

c
void OnUnexpectedState(string context)
{
    string stack = DumpStackString();
    Print("[ERROR] Unexpected state in " + context);
    Print("[ERROR] Stack trace:");
    Print(stack);
}

Use it in guard clauses to trace the caller:

c
void CriticalFunction(PlayerBase player)
{
    if (!player)
    {
        string stack = DumpStackString();
        ErrorEx("CriticalFunction called with null player! Stack: " + stack);
        return;
    }

    // ...
}

Stampa di Debug

Basic Print

Print() writes to the script log file. It accepts any type:

c
Print("Hello World");                    // string
Print(42);                               // int
Print(3.14);                             // float
Print(player.GetPosition());             // vector

// Formatted print
Print(string.Format("Player %1 at position %2 with %3 HP",
    player.GetIdentity().GetName(),
    player.GetPosition().ToString(),
    player.GetHealth("", "Health").ToString()
));

Conditional Debug with #ifdef

Wrap debug prints in preprocessor guards so they compile out of release builds:

c
void ProcessAI(DayZInfected zombie)
{
    #ifdef DIAG_DEVELOPER
        Print(string.Format("[AI DEBUG] Processing %1 at %2",
            zombie.GetType(),
            zombie.GetPosition().ToString()
        ));
    #endif

    // Actual logic...
}

For mod-specific debug flags, define your own symbol:

c
// In your config.cpp:
// defines[] = { "MYMOD_DEBUG" };

#ifdef MYMOD_DEBUG
    Print("[MyMod] Debug: item spawned at " + pos.ToString());
#endif

Pattern di Logging Strutturato

Simple Prefix Pattern

The simplest approach — prepend a tag to every Print call:

c
class MissionManager
{
    static const string LOG_TAG = "[Missions] ";

    void Start()
    {
        Print(LOG_TAG + "Mission system starting");
    }

    void OnError(string msg)
    {
        Print(LOG_TAG + "ERROR: " + msg);
    }
}

Level-Based Logger Class

A reusable logger with severity levels:

c
class ModLogger
{
    protected string m_Prefix;

    void ModLogger(string prefix)
    {
        m_Prefix = "[" + prefix + "] ";
    }

    void Info(string msg)
    {
        Print(m_Prefix + "INFO: " + msg);
    }

    void Warning(string msg)
    {
        Print(m_Prefix + "WARN: " + msg);
        ErrorEx(m_Prefix + msg, ErrorExSeverity.WARNING);
    }

    void Error(string msg)
    {
        Print(m_Prefix + "ERROR: " + msg);
        ErrorEx(m_Prefix + msg, ErrorExSeverity.ERROR);
    }

    void Debug(string msg)
    {
        #ifdef DIAG_DEVELOPER
            Print(m_Prefix + "DEBUG: " + msg);
        #endif
    }
}

// Usage:
ref ModLogger g_MissionLog = new ModLogger("Missions");
g_MissionLog.Info("System started");
g_MissionLog.Error("Failed to load mission data");

MyLog Style (Production Pattern)

For production mods, a static logging class with file output, daily rotation, and multiple output targets:

c
// Enum for log levels
enum MyLogLevel
{
    TRACE   = 0,
    DEBUG   = 1,
    INFO    = 2,
    WARNING = 3,
    ERROR   = 4,
    NONE    = 5
};

class MyLog
{
    private static MyLogLevel s_FileMinLevel = MyLogLevel.DEBUG;
    private static MyLogLevel s_ConsoleMinLevel = MyLogLevel.INFO;

    // Usage: MyLog.Info("ModuleName", "Something happened");
    static void Info(string source, string message)
    {
        Log(MyLogLevel.INFO, source, message);
    }

    static void Warning(string source, string message)
    {
        Log(MyLogLevel.WARNING, source, message);
    }

    static void Error(string source, string message)
    {
        Log(MyLogLevel.ERROR, source, message);
    }

    private static void Log(MyLogLevel level, string source, string message)
    {
        if (level < s_ConsoleMinLevel)
            return;

        string levelName = typename.EnumToString(MyLogLevel, level);
        string line = string.Format("[MyMod] [%1] [%2] %3", levelName, source, message);
        Print(line);

        // Also write to file if level meets file threshold
        if (level >= s_FileMinLevel)
        {
            WriteToFile(line);
        }
    }

    private static void WriteToFile(string line)
    {
        // File I/O implementation...
    }
}

Usage across multiple modules:

c
MyLog.Info("MissionServer", "MyFramework initialized (server)");
MyLog.Warning("ServerWebhooksRPC", "Unauthorized request from: " + sender.GetName());
MyLog.Error("ConfigManager", "Failed to load config: " + path);

Esempi dal Mondo Reale

Safe Function With Multiple Guards

c
void HealPlayer(PlayerBase player, float amount, string healerName)
{
    // Guard: null player
    if (!player)
    {
        MyLog.Error("HealSystem", "HealPlayer called with null player");
        return;
    }

    // Guard: player alive
    if (!player.IsAlive())
    {
        MyLog.Warning("HealSystem", "Cannot heal dead player: " + player.GetIdentity().GetName());
        return;
    }

    // Guard: valid amount
    if (amount <= 0)
    {
        MyLog.Warning("HealSystem", "Invalid heal amount: " + amount.ToString());
        return;
    }

    // Guard: not already at full health
    float currentHP = player.GetHealth("", "Health");
    float maxHP = player.GetMaxHealth("", "Health");
    if (currentHP >= maxHP)
    {
        MyLog.Info("HealSystem", player.GetIdentity().GetName() + " already at full health");
        return;
    }

    // All guards passed — perform the heal
    float newHP = Math.Min(currentHP + amount, maxHP);
    player.SetHealth("", "Health", newHP);

    MyLog.Info("HealSystem", string.Format("%1 healed %2 for %3 HP (%4 -> %5)",
        healerName,
        player.GetIdentity().GetName(),
        amount.ToString(),
        currentHP.ToString(),
        newHP.ToString()
    ));
}

Safe Config Loading

c
class MyConfig
{
    int MaxPlayers = 60;
    float SpawnRadius = 100.0;
    string WelcomeMessage = "Welcome!";
}

static MyConfig LoadConfigSafe(string path)
{
    // Guard: file exists
    if (!FileExist(path))
    {
        Print("[Config] File not found: " + path + " — creating defaults");
        MyConfig defaults = new MyConfig();
        JsonFileLoader<MyConfig>.JsonSaveFile(path, defaults);
        return defaults;
    }

    // Attempt load (no try/catch, so we validate after)
    MyConfig cfg = new MyConfig();
    JsonFileLoader<MyConfig>.JsonLoadFile(path, cfg);

    // Guard: loaded object is valid
    if (!cfg)
    {
        Print("[Config] ERROR: Failed to parse " + path + " — using defaults");
        return new MyConfig();
    }

    // Guard: validate values
    if (cfg.MaxPlayers < 1 || cfg.MaxPlayers > 128)
    {
        Print("[Config] WARN: MaxPlayers out of range (" + cfg.MaxPlayers.ToString() + "), clamping");
        cfg.MaxPlayers = Math.Clamp(cfg.MaxPlayers, 1, 128);
    }

    if (cfg.SpawnRadius < 0)
    {
        Print("[Config] WARN: SpawnRadius negative, using default");
        cfg.SpawnRadius = 100.0;
    }

    return cfg;
}

Safe RPC Handler

c
void RPC_SpawnItem(CallType type, ParamsReadContext ctx, PlayerIdentity sender, Object target)
{
    // Guard: server only
    if (type != CallType.Server)
        return;

    // Guard: valid sender
    if (!sender)
    {
        Print("[RPC] SpawnItem: null sender identity");
        return;
    }

    // Guard: read params
    Param2<string, vector> data;
    if (!ctx.Read(data))
    {
        Print("[RPC] SpawnItem: failed to read params from " + sender.GetName());
        return;
    }

    string className = data.param1;
    vector position = data.param2;

    // Guard: valid class name
    if (className == "")
    {
        Print("[RPC] SpawnItem: empty className from " + sender.GetName());
        return;
    }

    // Guard: permission check
    if (!HasPermission(sender.GetPlainId(), "SpawnItem"))
    {
        Print("[RPC] SpawnItem: unauthorized by " + sender.GetName());
        return;
    }

    // All guards passed — execute
    Object obj = GetGame().CreateObjectEx(className, position, ECE_PLACE_ON_SURFACE);
    if (!obj)
    {
        Print("[RPC] SpawnItem: CreateObjectEx returned null for " + className);
        return;
    }

    Print("[RPC] SpawnItem: " + sender.GetName() + " spawned " + className);
}

Safe Inventory Operazione

c
bool TransferItem(PlayerBase fromPlayer, PlayerBase toPlayer, EntityAI item)
{
    // Guard: all references valid
    if (!fromPlayer || !toPlayer || !item)
    {
        Print("[Inventory] TransferItem: null reference");
        return false;
    }

    // Guard: both players alive
    if (!fromPlayer.IsAlive() || !toPlayer.IsAlive())
    {
        Print("[Inventory] TransferItem: one or both players are dead");
        return false;
    }

    // Guard: source actually has the item
    EntityAI checkItem = fromPlayer.GetInventory().FindAttachment(
        fromPlayer.GetInventory().FindUserReservedLocationIndex(item)
    );

    // Guard: target has space
    InventoryLocation il = new InventoryLocation();
    if (!toPlayer.GetInventory().FindFreeLocationFor(item, FindInventoryLocationType.ANY, il))
    {
        Print("[Inventory] TransferItem: no free space in target inventory");
        return false;
    }

    // Execute transfer
    return toPlayer.GetInventory().TakeEntityToInventory(InventoryMode.SERVER, FindInventoryLocationType.ANY, item);
}

Riepilogo dei Pattern Difensivi

PatternScopoEsempio
Clausola di guardiaEarly return on invalid inputif (!player) return;
Controllo nullPrevent null dereferenceif (obj) obj.DoThing();
Cast + checkSafe downcastif (Class.CastTo(p, obj))
Validate after loadControlla data after JSON loadif (cfg.Value < 0) cfg.Value = default;
Validate before useRange/bounds checkif (arr.IsValidIndex(i))
Log on failureTrace where things went wrongPrint("[Tag] Error: " + context);
ErrorEx for engineWrite to .RPT fileErrorEx("msg", ErrorExSeverity.WARNING);
DumpStackStringCapture call stackPrint(DumpStackString());

Errori Comuni

1. Assuming a function ran successfully

c
// WRONG — JsonLoadFile returns void, not a success indicator
MyConfig cfg = new MyConfig();
JsonFileLoader<MyConfig>.JsonLoadFile(path, cfg);
// If the file has bad JSON, cfg still has default values — no error

// CORRECT — validate after loading
JsonFileLoader<MyConfig>.JsonLoadFile(path, cfg);
if (cfg.SomeCriticalField == 0)
{
    Print("[Config] Warning: SomeCriticalField is zero — was the file loaded correctly?");
}

2. Deeply nested null checks invece of guards

c
// WRONG — pyramid of doom
void Process(PlayerBase player)
{
    if (player)
    {
        if (player.GetIdentity())
        {
            if (player.IsAlive())
            {
                // Finally do something
            }
        }
    }
}

// CORRECT — flat guard clauses
void Process(PlayerBase player)
{
    if (!player) return;
    if (!player.GetIdentity()) return;
    if (!player.IsAlive()) return;

    // Do something
}

3. Forgetting to log in guard clauses

c
// WRONG — silent failure, impossible to debug
if (!player) return;

// CORRECT — leaves a trail
if (!player)
{
    Print("[MyMod] Process: null player");
    return;
}

4. Using Print in hot paths

c
// WRONG — Print every frame kills performance
override void OnUpdate(float timeslice)
{
    Print("Updating...");  // Called every frame!
}

// CORRECT — use debug guards or rate-limit
override void OnUpdate(float timeslice)
{
    #ifdef DIAG_DEVELOPER
        m_DebugTimer += timeslice;
        if (m_DebugTimer > 5.0)
        {
            Print("[DEBUG] Update tick: " + timeslice.ToString());
            m_DebugTimer = 0;
        }
    #endif
}

ToolScopoSintassi
Clausola di guardiaEarly return on failureif (!x) return;
Controllo nullPrevent crashif (obj) obj.Method();
ErrorExWrite to .RPT logErrorEx("msg", ErrorExSeverity.WARNING);
DumpStackStringGet call stackstring s = DumpStackString();
PrintWrite to script logPrint("message");
string.FormatFormatted loggingstring.Format("P %1 at %2", a, b)
#ifdef guardCompile-time debug switch#ifdef DIAG_DEVELOPER
notnullCompiler controllo nullvoid Fn(notnull Class obj)

La regola d'oro: In Enforce Script, assume everything can be null and every operation can fail. Controlla first, act second, log always.


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