Limit notification text length to avoid large error messages degrading performance

This commit is contained in:
Dean Herbert 2020-07-24 14:10:05 +09:00
parent 1e9ee9c798
commit d093dc09f9

View File

@ -18,6 +18,7 @@ using osu.Game.Screens.Menu;
using System.Linq; using System.Linq;
using System.Threading; using System.Threading;
using System.Threading.Tasks; using System.Threading.Tasks;
using Humanizer;
using JetBrains.Annotations; using JetBrains.Annotations;
using osu.Framework.Audio; using osu.Framework.Audio;
using osu.Framework.Bindables; using osu.Framework.Bindables;
@ -759,7 +760,7 @@ namespace osu.Game
Schedule(() => notifications.Post(new SimpleNotification Schedule(() => notifications.Post(new SimpleNotification
{ {
Icon = entry.Level == LogLevel.Important ? FontAwesome.Solid.ExclamationCircle : FontAwesome.Solid.Bomb, Icon = entry.Level == LogLevel.Important ? FontAwesome.Solid.ExclamationCircle : FontAwesome.Solid.Bomb,
Text = entry.Message + (entry.Exception != null && IsDeployedBuild ? "\n\nThis error has been automatically reported to the devs." : string.Empty), Text = entry.Message.Truncate(256) + (entry.Exception != null && IsDeployedBuild ? "\n\nThis error has been automatically reported to the devs." : string.Empty),
})); }));
} }
else if (recentLogCount == short_term_display_limit) else if (recentLogCount == short_term_display_limit)