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diff --git a/src/SMAPI.Mods.ErrorHandler/Patches/DialogueErrorPatch.cs b/src/SMAPI.Mods.ErrorHandler/Patches/DialogueErrorPatch.cs
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+++ b/src/SMAPI.Mods.ErrorHandler/Patches/DialogueErrorPatch.cs
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+using System;
+using System.Collections.Generic;
+using System.Diagnostics.CodeAnalysis;
+using StardewModdingAPI.Framework.Patching;
+using StardewValley;
+#if HARMONY_2
+using HarmonyLib;
+using StardewModdingAPI.Framework;
+#else
+using System.Reflection;
+using Harmony;
+#endif
+
+namespace StardewModdingAPI.Mods.ErrorHandler.Patches
+{
+ /// <summary>A Harmony patch for the <see cref="Dialogue"/> constructor which intercepts invalid dialogue lines and logs an error instead of crashing.</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 DialogueErrorPatch : IHarmonyPatch
+ {
+ /*********
+ ** Fields
+ *********/
+ /// <summary>Writes messages to the console and log file on behalf of the game.</summary>
+ private static IMonitor MonitorForGame;
+
+ /// <summary>Simplifies access to private code.</summary>
+ private static IReflectionHelper Reflection;
+
+
+ /*********
+ ** Accessors
+ *********/
+ /// <inheritdoc />
+ public string Name => nameof(DialogueErrorPatch);
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="monitorForGame">Writes messages to the console and log file on behalf of the game.</param>
+ /// <param name="reflector">Simplifies access to private code.</param>
+ public DialogueErrorPatch(IMonitor monitorForGame, IReflectionHelper reflector)
+ {
+ DialogueErrorPatch.MonitorForGame = monitorForGame;
+ DialogueErrorPatch.Reflection = reflector;
+ }
+
+
+ /// <inheritdoc />
+#if HARMONY_2
+ public void Apply(Harmony harmony)
+ {
+ harmony.Patch(
+ original: AccessTools.Constructor(typeof(Dialogue), new[] { typeof(string), typeof(NPC) }),
+ finalizer: new HarmonyMethod(this.GetType(), nameof(DialogueErrorPatch.Finalize_Dialogue_Constructor))
+ );
+ harmony.Patch(
+ original: AccessTools.Property(typeof(NPC), nameof(NPC.CurrentDialogue)).GetMethod,
+ finalizer: new HarmonyMethod(this.GetType(), nameof(DialogueErrorPatch.Finalize_NPC_CurrentDialogue))
+ );
+ }
+#else
+ public void Apply(HarmonyInstance harmony)
+ {
+ harmony.Patch(
+ original: AccessTools.Constructor(typeof(Dialogue), new[] { typeof(string), typeof(NPC) }),
+ prefix: new HarmonyMethod(this.GetType(), nameof(DialogueErrorPatch.Before_Dialogue_Constructor))
+ );
+ harmony.Patch(
+ original: AccessTools.Property(typeof(NPC), nameof(NPC.CurrentDialogue)).GetMethod,
+ prefix: new HarmonyMethod(this.GetType(), nameof(DialogueErrorPatch.Before_NPC_CurrentDialogue))
+ );
+ }
+#endif
+
+
+ /*********
+ ** Private methods
+ *********/
+#if HARMONY_2
+ /// <summary>The method to call after the Dialogue constructor.</summary>
+ /// <param name="__instance">The instance being patched.</param>
+ /// <param name="masterDialogue">The dialogue being parsed.</param>
+ /// <param name="speaker">The NPC for which the dialogue is being parsed.</param>
+ /// <param name="__exception">The exception thrown by the wrapped method, if any.</param>
+ /// <returns>Returns the exception to throw, if any.</returns>
+ private static Exception Finalize_Dialogue_Constructor(Dialogue __instance, string masterDialogue, NPC speaker, Exception __exception)
+ {
+ if (__exception != null)
+ {
+ // log message
+ string name = !string.IsNullOrWhiteSpace(speaker?.Name) ? speaker.Name : null;
+ DialogueErrorPatch.MonitorForGame.Log($"Failed parsing dialogue string{(name != null ? $" for {name}" : "")}:\n{masterDialogue}\n{__exception.GetLogSummary()}", LogLevel.Error);
+
+ // set default dialogue
+ IReflectedMethod parseDialogueString = DialogueErrorPatch.Reflection.GetMethod(__instance, "parseDialogueString");
+ IReflectedMethod checkForSpecialDialogueAttributes = DialogueErrorPatch.Reflection.GetMethod(__instance, "checkForSpecialDialogueAttributes");
+ parseDialogueString.Invoke("...");
+ checkForSpecialDialogueAttributes.Invoke();
+ }
+
+ return null;
+ }
+
+ /// <summary>The method to call after <see cref="NPC.CurrentDialogue"/>.</summary>
+ /// <param name="__instance">The instance being patched.</param>
+ /// <param name="__result">The return value of the original method.</param>
+ /// <param name="__exception">The exception thrown by the wrapped method, if any.</param>
+ /// <returns>Returns the exception to throw, if any.</returns>
+ private static Exception Finalize_NPC_CurrentDialogue(NPC __instance, ref Stack<Dialogue> __result, Exception __exception)
+ {
+ if (__exception == null)
+ return null;
+
+ DialogueErrorPatch.MonitorForGame.Log($"Failed loading current dialogue for NPC {__instance.Name}:\n{__exception.GetLogSummary()}", LogLevel.Error);
+ __result = new Stack<Dialogue>();
+
+ return null;
+ }
+#else
+
+ /// <summary>The method to call instead of the Dialogue constructor.</summary>
+ /// <param name="__instance">The instance being patched.</param>
+ /// <param name="masterDialogue">The dialogue being parsed.</param>
+ /// <param name="speaker">The NPC for which the dialogue is being parsed.</param>
+ /// <returns>Returns whether to execute the original method.</returns>
+ private static bool Before_Dialogue_Constructor(Dialogue __instance, string masterDialogue, NPC speaker)
+ {
+ // get private members
+ bool nameArraysTranslated = DialogueErrorPatch.Reflection.GetField<bool>(typeof(Dialogue), "nameArraysTranslated").GetValue();
+ IReflectedMethod translateArraysOfStrings = DialogueErrorPatch.Reflection.GetMethod(typeof(Dialogue), "TranslateArraysOfStrings");
+ IReflectedMethod parseDialogueString = DialogueErrorPatch.Reflection.GetMethod(__instance, "parseDialogueString");
+ IReflectedMethod checkForSpecialDialogueAttributes = DialogueErrorPatch.Reflection.GetMethod(__instance, "checkForSpecialDialogueAttributes");
+
+ // replicate base constructor
+ __instance.dialogues ??= new List<string>();
+
+ // duplicate code with try..catch
+ try
+ {
+ if (!nameArraysTranslated)
+ translateArraysOfStrings.Invoke();
+ __instance.speaker = speaker;
+ parseDialogueString.Invoke(masterDialogue);
+ checkForSpecialDialogueAttributes.Invoke();
+ }
+ catch (Exception baseEx) when (baseEx.InnerException is TargetInvocationException invocationEx && invocationEx.InnerException is Exception ex)
+ {
+ string name = !string.IsNullOrWhiteSpace(speaker?.Name) ? speaker.Name : null;
+ DialogueErrorPatch.MonitorForGame.Log($"Failed parsing dialogue string{(name != null ? $" for {name}" : "")}:\n{masterDialogue}\n{ex}", LogLevel.Error);
+
+ parseDialogueString.Invoke("...");
+ checkForSpecialDialogueAttributes.Invoke();
+ }
+
+ return false;
+ }
+
+ /// <summary>The method to call instead of <see cref="NPC.CurrentDialogue"/>.</summary>
+ /// <param name="__instance">The instance being patched.</param>
+ /// <param name="__result">The return value of the original method.</param>
+ /// <param name="__originalMethod">The method being wrapped.</param>
+ /// <returns>Returns whether to execute the original method.</returns>
+ private static bool Before_NPC_CurrentDialogue(NPC __instance, ref Stack<Dialogue> __result, MethodInfo __originalMethod)
+ {
+ const string key = nameof(DialogueErrorPatch.Before_NPC_CurrentDialogue);
+ if (!PatchHelper.StartIntercept(key))
+ return true;
+
+ try
+ {
+ __result = (Stack<Dialogue>)__originalMethod.Invoke(__instance, new object[0]);
+ return false;
+ }
+ catch (TargetInvocationException ex)
+ {
+ DialogueErrorPatch.MonitorForGame.Log($"Failed loading current dialogue for NPC {__instance.Name}:\n{ex.InnerException ?? ex}", LogLevel.Error);
+ __result = new Stack<Dialogue>();
+ return false;
+ }
+ finally
+ {
+ PatchHelper.StopIntercept(key);
+ }
+ }
+#endif
+ }
+}