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Add error handling if the holoplay service cannot be reached.
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@@ -51,6 +51,7 @@ export default async (canvas, config) => {
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optionalExtensions: ["EXT_color_buffer_half_float", "WEBGL_color_buffer_float", "OES_standard_derivatives"],
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});
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const noDeviceLKG = { tileX: 1, tileY: 1, fov: 90 };
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const lkg = await new Promise((resolve, reject) => {
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const client = new HoloPlayCore.Client((data) => {
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/*
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@@ -99,7 +100,7 @@ export default async (canvas, config) => {
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if (data.devices.length === 0) {
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resolve({ tileX: 1, tileY: 1, fov: 90 });
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resolve(noDeviceLKG);
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return;
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}
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@@ -138,7 +139,10 @@ export default async (canvas, config) => {
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};
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resolve(output);
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}, reject);
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}, (error) => {
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console.warn("Holoplay connection error:", error);
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resolve(noDeviceLKG);
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});
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});
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// All this takes place in a full screen quad.
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