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diff --git a/src/SMAPI.Mods.ErrorHandler/Patches/DialoguePatcher.cs b/src/SMAPI.Mods.ErrorHandler/Patches/DialoguePatcher.cs
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+using System;
+using System.Diagnostics.CodeAnalysis;
+using HarmonyLib;
+using StardewModdingAPI.Internal;
+using StardewModdingAPI.Internal.Patching;
+using StardewValley;
+
+namespace StardewModdingAPI.Mods.ErrorHandler.Patches
+{
+ /// <summary>Harmony patches for <see cref="Dialogue"/> which intercept 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 DialoguePatcher : BasePatcher
+ {
+ /*********
+ ** 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;
+
+
+ /*********
+ ** 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 DialoguePatcher(IMonitor monitorForGame, IReflectionHelper reflector)
+ {
+ DialoguePatcher.MonitorForGame = monitorForGame;
+ DialoguePatcher.Reflection = reflector;
+ }
+
+ /// <inheritdoc />
+ public override void Apply(Harmony harmony, IMonitor monitor)
+ {
+ harmony.Patch(
+ original: this.RequireConstructor<Dialogue>(typeof(string), typeof(NPC)),
+ finalizer: this.GetHarmonyMethod(nameof(DialoguePatcher.Finalize_Constructor))
+ );
+ }
+
+
+ /*********
+ ** Private methods
+ *********/
+ /// <summary>The method to call when the Dialogue constructor throws an exception.</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_Constructor(Dialogue __instance, string masterDialogue, NPC speaker, Exception __exception)
+ {
+ if (__exception != null)
+ {
+ // log message
+ string name = !string.IsNullOrWhiteSpace(speaker?.Name) ? speaker.Name : null;
+ DialoguePatcher.MonitorForGame.Log($"Failed parsing dialogue string{(name != null ? $" for {name}" : "")}:\n{masterDialogue}\n{__exception.GetLogSummary()}", LogLevel.Error);
+
+ // set default dialogue
+ IReflectedMethod parseDialogueString = DialoguePatcher.Reflection.GetMethod(__instance, "parseDialogueString");
+ IReflectedMethod checkForSpecialDialogueAttributes = DialoguePatcher.Reflection.GetMethod(__instance, "checkForSpecialDialogueAttributes");
+ parseDialogueString.Invoke("...");
+ checkForSpecialDialogueAttributes.Invoke();
+ }
+
+ return null;
+ }
+ }
+}