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-rw-r--r--release-notes.md1
-rw-r--r--src/StardewModdingAPI/Inheritance/SGame.cs42
2 files changed, 38 insertions, 5 deletions
diff --git a/release-notes.md b/release-notes.md
index 6b4f03cc..871ffabc 100644
--- a/release-notes.md
+++ b/release-notes.md
@@ -8,6 +8,7 @@ For players:
* The installer will now automatically clean up old SMAPI files.
* Each mod now has its own `.cache` folder, so removing the mod won't leave orphaned cache files behind. The installer will automatically remove the old `.cache` folder.
* Improved installer wording to avoid confusion.
+ * SMAPI will now intercept mod errors in menu draw code, and exit the menu to prevent your game from crashing.
* Fixed the installer not removing TrainerMod from appdata if it's already in the game mods directory.
* Fixed the installer not moving mods out of appdata if the game isn't installed on the same Windows partition.
* Fixed the SMAPI terminal not opening by default on Mac. Linux users are out of luck.
diff --git a/src/StardewModdingAPI/Inheritance/SGame.cs b/src/StardewModdingAPI/Inheritance/SGame.cs
index 93d56553..f70d0696 100644
--- a/src/StardewModdingAPI/Inheritance/SGame.cs
+++ b/src/StardewModdingAPI/Inheritance/SGame.cs
@@ -373,7 +373,7 @@ namespace StardewModdingAPI.Inheritance
/// <summary>The method called to draw everything to the screen.</summary>
/// <param name="gameTime">A snapshot of the game timing state.</param>
- /// <remarks>This implementation is identical to <see cref="Game1.Draw"/>, except for minor formatting and added events.</remarks>
+ /// <remarks>This implementation is identical to <see cref="Game1.Draw"/>, except for try..catch around menu draw code, minor formatting, and added events.</remarks>
protected override void Draw(GameTime gameTime)
{
// track frame rate
@@ -388,9 +388,25 @@ namespace StardewModdingAPI.Inheritance
if (Game1.options.showMenuBackground && Game1.activeClickableMenu != null && Game1.activeClickableMenu.showWithoutTransparencyIfOptionIsSet())
{
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
- Game1.activeClickableMenu.drawBackground(Game1.spriteBatch);
+ try
+ {
+ Game1.activeClickableMenu.drawBackground(Game1.spriteBatch);
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing its background. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
+ Game1.activeClickableMenu.exitThisMenu();
+ }
GraphicsEvents.InvokeOnPreRenderGuiEvent(this.Monitor);
- Game1.activeClickableMenu.draw(Game1.spriteBatch);
+ try
+ {
+ Game1.activeClickableMenu.draw(Game1.spriteBatch);
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
+ Game1.activeClickableMenu.exitThisMenu();
+ }
GraphicsEvents.InvokeOnPostRenderGuiEvent(this.Monitor);
Game1.spriteBatch.End();
if (!this.ZoomLevelIsOne)
@@ -434,7 +450,15 @@ namespace StardewModdingAPI.Inheritance
if (Game1.showingEndOfNightStuff)
{
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
- Game1.activeClickableMenu?.draw(Game1.spriteBatch);
+ try
+ {
+ Game1.activeClickableMenu?.draw(Game1.spriteBatch);
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
+ Game1.activeClickableMenu.exitThisMenu();
+ }
Game1.spriteBatch.End();
if (!this.ZoomLevelIsOne)
{
@@ -742,7 +766,15 @@ namespace StardewModdingAPI.Inheritance
if (Game1.activeClickableMenu != null)
{
GraphicsEvents.InvokeOnPreRenderGuiEvent(this.Monitor);
- Game1.activeClickableMenu.draw(Game1.spriteBatch);
+ try
+ {
+ Game1.activeClickableMenu.draw(Game1.spriteBatch);
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
+ Game1.activeClickableMenu.exitThisMenu();
+ }
GraphicsEvents.InvokeOnPostRenderGuiEvent(this.Monitor);
}
else