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authorJesse Plamondon-Willard <github@jplamondonw.com>2017-05-03 11:36:36 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2017-05-03 11:36:36 -0400
commit3ed16a8ea67cf847d08d463deef969a3edf99b2e (patch)
tree10f538ac8772db8127532c7d8f924667fa8fc1be /src/StardewModdingAPI/Framework
parente6d5883224863f3bf436b50179eadf1d686387da (diff)
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recover game after draw errors to prevent crash
Diffstat (limited to 'src/StardewModdingAPI/Framework')
-rw-r--r--src/StardewModdingAPI/Framework/SGame.cs21
1 files changed, 21 insertions, 0 deletions
diff --git a/src/StardewModdingAPI/Framework/SGame.cs b/src/StardewModdingAPI/Framework/SGame.cs
index fe7d3aa3..3a82963d 100644
--- a/src/StardewModdingAPI/Framework/SGame.cs
+++ b/src/StardewModdingAPI/Framework/SGame.cs
@@ -947,7 +947,28 @@ namespace StardewModdingAPI.Framework
}
catch (Exception ex)
{
+ // log error
this.Monitor.Log($"An error occured in the overridden draw loop: {ex.GetLogSummary()}", LogLevel.Error);
+
+ // fix sprite batch
+ try
+ {
+ bool isSpriteBatchOpen =
+#if SMAPI_FOR_WINDOWS
+ SGame.Reflection.GetPrivateValue<bool>(Game1.spriteBatch, "inBeginEndPair");
+#else
+ SGame.Reflection.GetPrivateValue<bool>(Game1.spriteBatch, "_beginCalled");
+#endif
+ if (isSpriteBatchOpen)
+ {
+ this.Monitor.Log("Recovering sprite batch from error...", LogLevel.Trace);
+ Game1.spriteBatch.End();
+ }
+ }
+ catch (Exception innerEx)
+ {
+ this.Monitor.Log($"Could not recover sprite batch state: {innerEx.GetLogSummary()}", LogLevel.Error);
+ }
}
Context.IsInDrawLoop = false;
}