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author | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2021-02-06 21:12:01 -0500 |
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committer | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2021-02-06 21:12:01 -0500 |
commit | 67c52af72d6d0c4fddd3a07b159cb44b5c277599 (patch) | |
tree | 99d59b42c2e46dfe42f21d744386b3eb5036ca8a | |
parent | 97d3501e20c9b97dc85cfca32ccea4f55c9d61ff (diff) | |
download | SMAPI-67c52af72d6d0c4fddd3a07b159cb44b5c277599.tar.gz SMAPI-67c52af72d6d0c4fddd3a07b159cb44b5c277599.tar.bz2 SMAPI-67c52af72d6d0c4fddd3a07b159cb44b5c277599.zip |
add early detection of disposed assets in error handler mod
-rw-r--r-- | docs/release-notes.md | 3 | ||||
-rw-r--r-- | src/SMAPI.Mods.ErrorHandler/ModEntry.cs | 1 | ||||
-rw-r--r-- | src/SMAPI.Mods.ErrorHandler/Patches/SpriteBatchValidationPatches.cs | 63 |
3 files changed, 67 insertions, 0 deletions
diff --git a/docs/release-notes.md b/docs/release-notes.md index cb54ee98..9d95dacb 100644 --- a/docs/release-notes.md +++ b/docs/release-notes.md @@ -16,6 +16,9 @@ * Fixed SMAPI toolkit defaulting the mod type incorrectly if a mod's `manifest.json` has neither `EntryDll` nor `ContentPackFor`. This only affects external tools, since SMAPI itself validates those fields separately. * Fixed edge case when playing in non-English where translatable assets loaded via `IAssetLoader` would no longer be applied after returning to the title screen unless manually invalidated from the cache. +* For the ErrorHandler mod: + * Added early detection of disposed textures so the crash stack trace shows the actual code which used them. + * For the web UI: * Updated the JSON validator/schema for Content Patcher 1.20. diff --git a/src/SMAPI.Mods.ErrorHandler/ModEntry.cs b/src/SMAPI.Mods.ErrorHandler/ModEntry.cs index e4bcc5bc..87f531fe 100644 --- a/src/SMAPI.Mods.ErrorHandler/ModEntry.cs +++ b/src/SMAPI.Mods.ErrorHandler/ModEntry.cs @@ -35,6 +35,7 @@ namespace StardewModdingAPI.Mods.ErrorHandler new ObjectErrorPatch(), new LoadErrorPatch(this.Monitor, this.OnSaveContentRemoved), new ScheduleErrorPatch(monitorForGame), + new SpriteBatchValidationPatches(), new UtilityErrorPatches() ); diff --git a/src/SMAPI.Mods.ErrorHandler/Patches/SpriteBatchValidationPatches.cs b/src/SMAPI.Mods.ErrorHandler/Patches/SpriteBatchValidationPatches.cs new file mode 100644 index 00000000..0211cfb1 --- /dev/null +++ b/src/SMAPI.Mods.ErrorHandler/Patches/SpriteBatchValidationPatches.cs @@ -0,0 +1,63 @@ +#if HARMONY_2 +using HarmonyLib; +#else +using Harmony; +#endif +using System; +using System.Diagnostics.CodeAnalysis; +using Microsoft.Xna.Framework.Graphics; +using StardewModdingAPI.Framework.Patching; + +namespace StardewModdingAPI.Mods.ErrorHandler.Patches +{ + /// <summary>Harmony patch for <see cref="SpriteBatch"/> to validate textures earlier.</summary> + /// <remarks>Patch methods must be static for Harmony to work correctly. See the Harmony documentation before renaming patch arguments.</remarks> + [SuppressMessage("ReSharper", "InconsistentNaming", Justification = "Argument names are defined by Harmony and methods are named for clarity.")] + [SuppressMessage("ReSharper", "IdentifierTypo", Justification = "Argument names are defined by Harmony and methods are named for clarity.")] + internal class SpriteBatchValidationPatches : IHarmonyPatch + { + /********* + ** Accessors + *********/ + /// <inheritdoc /> + public string Name => nameof(SpriteBatchValidationPatches); + + + /********* + ** Public methods + *********/ + /// <inheritdoc /> +#if HARMONY_2 + public void Apply(Harmony harmony) +#else + public void Apply(HarmonyInstance harmony) +#endif + { + harmony.Patch( +#if SMAPI_FOR_WINDOWS + original: AccessTools.Method(typeof(SpriteBatch), "InternalDraw"), +#else + original: AccessTools.Method(typeof(SpriteBatch), "CheckValid", new[] { typeof(Texture2D) }), +#endif + postfix: new HarmonyMethod(this.GetType(), nameof(SpriteBatchValidationPatches.After_SpriteBatch_CheckValid)) + ); + } + + + /********* + ** Private methods + *********/ +#if SMAPI_FOR_WINDOWS + /// <summary>The method to call instead of <see cref="SpriteBatch.InternalDraw"/>.</summary> + /// <param name="texture">The texture to validate.</param> +#else + /// <summary>The method to call instead of <see cref="SpriteBatch.CheckValid"/>.</summary> + /// <param name="texture">The texture to validate.</param> +#endif + private static void After_SpriteBatch_CheckValid(Texture2D texture) + { + if (texture?.IsDisposed == true) + throw new ObjectDisposedException("Cannot draw this texture because it's disposed."); + } + } +} |