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> Instead, I'd rather insert a null check. For the dev side, you can have your check macros insert an automatic breakpoint, log (for the mod makers), report the error via sentry.io (for catching released bugs in your unmodded game), or even explicitly crash for your internal builds (so you and QA can find bugs). Just as easy to debug as a crash (if not easier thanks to smart error messages), much less end user angst.

I really wish it were feasible to write more code as out-of-process components. The Right Way to handle unreliable mods is to just run them in their own process where they can't hurt anything. I really like that COM tried to make this approach easy. I feel like we've regressed since COM's heyday.



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