diff options
Diffstat (limited to 'src/SMAPI.Mods.ErrorHandler/Patches/DialogueErrorPatch.cs')
-rw-r--r-- | src/SMAPI.Mods.ErrorHandler/Patches/DialogueErrorPatch.cs | 191 |
1 files changed, 191 insertions, 0 deletions
diff --git a/src/SMAPI.Mods.ErrorHandler/Patches/DialogueErrorPatch.cs b/src/SMAPI.Mods.ErrorHandler/Patches/DialogueErrorPatch.cs new file mode 100644 index 00000000..ba0ca582 --- /dev/null +++ b/src/SMAPI.Mods.ErrorHandler/Patches/DialogueErrorPatch.cs @@ -0,0 +1,191 @@ +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 + } +} |