Efficient error handling in a game loop is crucial for maintaining both stability and performance. Here's a strategy to handle errors effectively without significantly impacting your game's performance:
Not all errors are created equal. Some errors are critical and require immediate attention, while others might be less severe. Here's how we can categorize errors:
Let's create an error handling system that can handle different error levels:
#include <SDL.h>
#include <chrono>
#include <iostream>
#include <string>
enum class ErrorLevel {
Critical,
Warning,
Info
};
class ErrorHandler {
public:
static void HandleError(
ErrorLevel level,
const std::string& message
) {
switch (level) {
case ErrorLevel::Critical:
std::cerr << "CRITICAL ERROR: " << message
<< '\n';
SDL_Quit();
exit(1);
case ErrorLevel::Warning:
std::cerr << "WARNING: " << message
<< '\n';
break;
case ErrorLevel::Info:
std::cout << "INFO: " << message << '\n';
break;
}
}
static void CheckSDLError(
ErrorLevel level,
const std::string& operation
) {
const char* error = SDL_GetError();
if (*error != '\0') {
HandleError(
level,
operation + " Error: " + error
);
SDL_ClearError();
}
}
};
To minimize performance impact, we can reduce the frequency of error checks for non-critical operations:
#include <chrono>
using namespace std::chrono;
class PerformanceTimer {
public:
PerformanceTimer()
: lastCheck{steady_clock::now()} {}
bool ShouldCheck() {
auto now = steady_clock::now();
if (std::chrono::duration_cast<
milliseconds>(now - lastCheck).count()
> 1000) {
lastCheck = now;
return true;
}
return false;
}
private:
steady_clock::time_point
lastCheck;
};
PerformanceTimer timer;
Now, let's see how we can use this system in a game loop:
#include <SDL.h>
int main(int argc, char* argv[]) {
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
ErrorHandler::CheckSDLError(
ErrorLevel::Critical,
"SDL Initialization");
}
SDL_Window* window = SDL_CreateWindow(
"SDL2 Game", SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, 800, 600,
SDL_WINDOW_SHOWN);
if (!window) {
ErrorHandler::CheckSDLError(
ErrorLevel::Critical,
"Window Creation");
}
SDL_Renderer* renderer = SDL_CreateRenderer(
window, -1, SDL_RENDERER_ACCELERATED);
if (!renderer) {
ErrorHandler::CheckSDLError(
ErrorLevel::Critical,
"Renderer Creation");
}
bool quit = false;
SDL_Event e;
while (!quit) {
while (SDL_PollEvent(&e) != 0) {
if (e.type == SDL_QUIT) { quit = true; }
}
// Game logic here...
SDL_RenderClear(renderer);
// Rendering code here...
SDL_RenderPresent(renderer);
// Check for non-critical errors less
// frequently
if (timer.ShouldCheck()) {
ErrorHandler::CheckSDLError(
ErrorLevel::Warning, "Rendering");
}
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
#ifdef _DEBUG
ErrorHandler::CheckSDLError(ErrorLevel::Info,
"Debug Info");
#endif
By implementing these strategies, you can maintain robust error handling in your SDL game loop while minimizing the performance impact. Remember to always handle critical errors immediately, but be more selective about when and how you handle less severe issues.
Answers to questions are automatically generated and may not have been reviewed.
Discover techniques for detecting and responding to SDL runtime errors