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Process should not exit #86

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ehmicky opened this issue May 12, 2020 · 1 comment
Open

Process should not exit #86

ehmicky opened this issue May 12, 2020 · 1 comment
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bug Something isn't working

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@ehmicky
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ehmicky commented May 12, 2020

A build is showing the following error message:

✖ FAIL load https://res.cloudinary.com/madebykingfisher/image/upload/w_800,f_auto/mbkmedia{{%20desktop_image[0]%20}}
| operator: load
| expected: 200 https://res.cloudinary.com/madebykingfisher/image/upload/w_800,f_auto/mbkmedia{{%20desktop_image[0]%20}}
| actual: Unexpected token %
| at: dist/work/buchanan-trust/index.html:49:38 <meta property="og:image" content="https://res.cloudinary.com/madebykingfisher/image/upload/w_800,f_auto/mbkmedia{{ desktop_image[0] }}">
71 tests
70 passed
 1 failed

┌───────────────────────────────────────────────────┐
│ Plugin "netlify-plugin-checklinks" internal error │
└───────────────────────────────────────────────────┘

Error message
Plugin exited with exit code 1 and signal null.
The plugin might have exited due to a bug terminating the process, such as an infinite loop.
The plugin might also have explicitly terminated the process, for example with process.exit().
Plugin methods should instead:
- on success: return
- on failure: call utils.build.failPlugin() or utils.build.failBuild()

This results in process.exit() being called (maybe by tap-spot or @munter/tap-render?). Build plugins cannot currently make their process exit because it interferes with how Netlify is orchestrating plugins.

Also, it makes it impossible to distinguish between a bug that would make the process crash, and a successful end. Because of this, those are reported as plugin bugs to end users.

Instead, those should trigger utils.build.failBuild().

@Munter Munter added the bug Something isn't working label May 12, 2020
@IstoraMandiri
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+1

It would also be nice to have a configuration option that doesn't fail exit or fail the build even if there are broken links.

Instead, just print a report of the broken links so that they can be fixed in future builds.

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