Recover in GDScript
In GDScript, error handling is done using a try-catch mechanism, which is different from some other languages that use defer and recover concepts. Here’s how it works:
We define a function
may_error()
that triggers an error using theassert()
function. This is similar to panicking in other languages.In the
_ready()
function (which is automatically called when the script is loaded), we use a try-catch block to handle potential errors.We call the
may_error()
function inside the try block.If an error occurs, it’s caught in the except block. We can access the error message using the
get_stack()
function, which provides information about the error.We print the recovered error message.
Unlike in some other languages where execution might stop at the point of the error, in GDScript, the code after the try-catch block will still execute.
To run this script in Godot:
- Create a new script in your Godot project.
- Copy this code into the script.
- Attach the script to a Node in your scene.
- Run the scene.
You should see output similar to this in the Godot output panel:
This demonstrates how GDScript handles errors and allows for graceful recovery, enabling your game or application to continue running even when unexpected issues occur.